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

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GLSL

materialMask = OSIEBCA * 2.0; // Copper Fresnel
smoothnessG = pow2(color.r + color.g * 0.25) * 0.4;
smoothnessG = min1(smoothnessG);
smoothnessD = min1(smoothnessG * smoothnessG * 2.0);