//#define OBSIDIAN_ENDSTONE #ifdef OBSIDIAN_ENDSTONE #ifdef GBUFFERS_TERRAIN vec3 worldPos = cameraPosition + playerPos; color.rgb *= mix(vec3(0.1686, 0.1216, 0.302), vec3(0.0, 0.0, 0.0), float(hash33(floor(mod(worldPos, vec3(100.0)) * 16 + 0.01) * 16)) * 0.5); if (color.r < 0.18) color.rgb *= vec3(0.3843, 0.3294, 0.5176); if (color.r < 0.05) color.rgb *= 0.2; #else color.rgb *= vec3(0.0941, 0.0314, 0.149); #endif materialMask = OSIEBCA; // Intense Fresnel float factor = max0(0.3 - abs(color.r - 0.3)) * 1.5; smoothnessG = factor; highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5; smoothnessG = min1(smoothnessG); smoothnessD = min1(factor + 0.07); #ifdef COATED_TEXTURES noiseFactor = 1.25; #endif #else float factor = pow2(pow2(color.r)); smoothnessG = factor * 0.65; smoothnessD = smoothnessG * 0.6; #ifdef COATED_TEXTURES noiseFactor = 0.66; #endif #endif