smoothnessG = 0.90;
highlightMult = 4.5;
reflectMult = 1.0;
materialMask = OSIEBCA * 242.0; // Glass refraction marker

// Make colored glass read as clear/realistic instead of flat vanilla:
// pull it away from vanilla's opaque tint while boosting saturation so the
// hue still pops through instead of washing out as it gets more transparent.
float scGray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
color.rgb = clamp(mix(vec3(scGray), color.rgb, 1.35), 0.0, 1.0);
color.a = clamp(color.a * 0.65, 0.12, 1.0);

DoTranslucentTweaks(color, fresnelM, reflectMult, lViewPos);