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

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GLSL

materialMask = OSIEBCA; // Intense Fresnel
float factor = max0(0.3 - abs(color.r - 0.3)) * 1.5;
smoothnessG = factor;
highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5;
smoothnessG = min1(smoothnessG);
smoothnessD = min1(factor + 0.07);
#ifdef COATED_TEXTURES
noiseFactor = 1.25;
#endif