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Reimagined/shaderpacks/Reimagined - High/shaders/lib/materials/specificMaterials/terrain/copperBlock.glsl
T
2026-05-07 21:38:27 +03:00

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GLSL

materialMask = OSIEBCA * 2.0; // Copper Fresnel
smoothnessG = pow2(pow2(color.r)) + pow2(max0(color.g - color.r * 0.5)) * 0.3;
smoothnessG = min1(smoothnessG);
smoothnessD = smoothnessG;
color.rgb *= min1(0.6 + 0.7 * GetLuminance(color.rgb));
#ifdef COATED_TEXTURES
noiseFactor = 0.5;
#endif