noSmoothLighting = true; noDirectionalShading = true; lmCoordM = vec2(1.0, 0.0); #ifndef IPBR_COMPAT_MODE #ifndef DURING_WORLDSPACE_REF float blockRes = absMidCoordPos.x * atlasSize.x; vec2 signMidCoordPosM = abs((floor((signMidCoordPos + 1.0) * blockRes) + 0.5) / blockRes - 1.0); #else vec2 signMidCoordPosM = signMidCoordPos; #endif float value = 1.0 - max(signMidCoordPosM.x, signMidCoordPosM.y); #else float value = 0.3; #endif color.rgb = pow(color.rgb, vec3(FROGLIGHT_SATURATION)); emission = 0.3 + value + pow(dot(color.rgb, color.rgb) * 0.33, frogPow); emission *= 1.7; #ifdef DISTANT_LIGHT_BOKEH DoDistantLightBokehMaterial(emission, 2.0, lViewPos); #endif color.rgb = pow2(color.rgb);