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

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GLSL

subsurfaceMode = 2;
#ifdef GBUFFERS_TERRAIN
materialMask = OSIEBCA * 253.0; // Reduced Edge TAA
#ifdef COATED_TEXTURES
doTileRandomisation = false;
#endif
#endif
#ifdef IPBR
float factor = min1(pow2(color.g - 0.15 * (color.r + color.b)) * 2.5);
smoothnessG = factor * 0.5;
highlightMult = factor * 4.0 + 2.0;
float fresnel = clamp(1.0 + dot(normalM, normalize(viewPos)), 0.0, 1.0);
highlightMult *= 1.0 - pow2(pow2(fresnel));
#endif
#ifdef SNOWY_WORLD
snowMinNdotU = min(pow2(pow2(color.g)), 0.1);
color.rgb = color.rgb * 0.5 + 0.5 * (color.rgb / glColor.rgb);
#endif
#if SHADOW_QUALITY > -1 && SHADOW_QUALITY < 3
shadowMult = vec3(sqrt1(max0(max(lmCoordM.y, min1(lmCoordM.x * 2.0)) - 0.95) * 20.0));
#endif