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if (min(color.a, texture2DLod(tex, texCoord, 0).a) > 0.001) {
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smoothnessG = 1.0;
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highlightMult = 3.5;
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reflectMult = 0.5;
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translucentMultCalculated = true;
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translucentMult = vec4(0.0, 0.0, 0.0, 1.0);
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}
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#ifdef FANCY_GLASS
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else {
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smoothnessG = 0.5;
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highlightMult = 2.5;
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reflectMult = 1.0;
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color.rgb = vec3(0.75, 0.8, 0.85);
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translucentMultCalculated = true;
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translucentMult.a = 0.0;
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color.a = max(color.a, GLASS_OPACITY);
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DoTranslucentTweaks(color, fresnelM, reflectMult, lViewPos);
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}
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#endif
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