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

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2024-06-25 14:45:54 +02:00
materialMask = OSIEBCA * 3.0; // Gold Fresnel
smoothnessG = pow2(pow2(color.g));
smoothnessD = 0.5 * (smoothnessG + color.b);