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