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smoothnessG = (1.0 - pow(color.g, 64.0) * 0.3) * 0.4;
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highlightMult = 2.0;
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smoothnessD = smoothnessG;
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#ifdef GBUFFERS_TERRAIN
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DoBrightBlockTweaks(color.rgb, 0.5, shadowMult, highlightMult);
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#endif
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#if RAIN_PUDDLES >= 1
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noPuddles = 1.0;
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#endif
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#ifdef SSS_SNOW_ICE
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subsurfaceMode = 3, noSmoothLighting = true, noDirectionalShading = true;
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color.rgb *= mix(vec3(1), vec3(0.76, 0.8, 0.84), sunVisibility);
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#endif
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