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