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2026-05-07 21:38:27 +03:00

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GLSL

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