#include "/lib/materials/specificMaterials/terrain/obsidian.glsl" highlightMult *= 0.5; float factor0 = sqrt2(max0(color.b - color.g * 6.0)); float factor1 = pow2(color.b); emission = 1.35 + pow2(pow2(factor1)) * 7.5; emission *= factor0; color.r *= 1.15; maRecolor = vec3(factor0 * min(max0(factor1 * 0.7 - 0.1) * 1.3, 0.5)); #if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS float luminance = GetLuminance(color.rgb); color.rgb = mix(color.rgb, vec3(luminance), 0.88); color.rgb = normalize(netherColor) * luminance * 2.0; #endif overlayNoiseIntensity = 0.65; overlayNoiseEmission = 0.6;