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

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2024-06-25 14:45:54 +02:00
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);