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

20 lines
672 B
GLSL

subsurfaceMode = 1, noSmoothLighting = true, noDirectionalShading = true;
#ifdef GBUFFERS_TERRAIN
DoFoliageColorTweaks(color.rgb, shadowMult, snowMinNdotU, viewPos, nViewPos, lViewPos, dither);
#ifdef COATED_TEXTURES
doTileRandomisation = false;
#endif
#endif
#if defined GBUFFERS_TERRAIN && !defined IPBR_COMPAT_MODE
emission = (1.0 - abs(signMidCoordPos.x)) * max0(0.7 - abs(signMidCoordPos.y + 0.7));
emission = pow1_5(emission) * 2.5;
#else
if (color.r + color.g > color.b + 1.1) emission = 0.8;
else if (color.r > color.g + color.b) emission = 0.2;
#endif
sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0;