35 lines
1.0 KiB
GLSL
35 lines
1.0 KiB
GLSL
//#define OBSIDIAN_ENDSTONE
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#ifdef OBSIDIAN_ENDSTONE
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#ifdef GBUFFERS_TERRAIN
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vec3 worldPos = cameraPosition + playerPos;
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color.rgb *= mix(vec3(0.1686, 0.1216, 0.302), vec3(0.0, 0.0, 0.0), float(hash33(floor(mod(worldPos, vec3(100.0)) * 16 + 0.01) * 16)) * 0.5);
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if (color.r < 0.18) color.rgb *= vec3(0.3843, 0.3294, 0.5176);
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if (color.r < 0.05) color.rgb *= 0.2;
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#else
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color.rgb *= vec3(0.0941, 0.0314, 0.149);
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#endif
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materialMask = OSIEBCA; // Intense Fresnel
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float factor = max0(0.3 - abs(color.r - 0.3)) * 1.5;
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smoothnessG = factor;
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highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5;
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smoothnessG = min1(smoothnessG);
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smoothnessD = min1(factor + 0.07);
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#ifdef COATED_TEXTURES
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noiseFactor = 1.25;
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#endif
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#else
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float factor = pow2(pow2(color.r));
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smoothnessG = factor * 0.65;
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smoothnessD = smoothnessG * 0.6;
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#ifdef COATED_TEXTURES
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noiseFactor = 0.66;
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#endif
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#endif
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