4 lines
No EOL
188 B
GLSL
4 lines
No EOL
188 B
GLSL
materialMask = OSIEBCA * 2.0; // Copper Fresnel
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smoothnessG = pow2(color.r + color.g * 0.25) * 0.4;
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smoothnessG = min1(smoothnessG);
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smoothnessD = min1(smoothnessG * smoothnessG * 2.0); |