LybOutlines/shaders/lib/materials/specificMaterials/terrain/goldBlock.glsl
2024-06-25 14:45:54 +02:00

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GLSL

materialMask = OSIEBCA * 3.0; // Gold Fresnel
#ifdef GBUFFERS_TERRAIN
float colorG2 = pow2(color.g);
#else
float colorG2 = color.g;
#endif
float colorG4 = pow2(colorG2);
float factor = max(color.g, 0.8);
smoothnessG = min1(factor - colorG4 * 0.5);
highlightMult = 3.5 * max(colorG4, 0.2);
smoothnessD = colorG4;
color.rgb *= 0.5 + 0.4 * GetLuminance(color.rgb);
#ifdef COATED_TEXTURES
noiseFactor = 0.33;
#endif