LybOutlines/shaders/lib/materials/specificMaterials/terrain/emeraldBlock.glsl

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2024-06-25 14:45:54 +02:00
materialMask = OSIEBCA; // Intense Fresnel
float factor = pow2(sqrt2(GetLuminance(color.rgb)));
float factor2 = pow2(factor);
float factor4 = pow2(factor2);
smoothnessG = factor - factor4 * 0.4;
highlightMult = 3.0 * factor4;
smoothnessD = factor4 * 0.75;
#ifdef COATED_TEXTURES
noiseFactor = 0.5;
#endif