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

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332 B
GLSL

#ifdef GBUFFERS_TERRAIN
smoothnessG = pow2(pow2(color.r));
#else
smoothnessG = pow2(color.r);
#endif
highlightMult = smoothnessG * 3.0;
smoothnessD = smoothnessG;
materialMask = OSIEBCA; // Intense Fresnel
color.rgb *= 0.6 + 0.5 * GetLuminance(color.rgb);
#ifdef COATED_TEXTURES
noiseFactor = 0.33;
#endif