if (color.a > 0.001) {
    smoothnessG = 1.0;
    highlightMult = 3.5;
    reflectMult = 0.5;
} else {
    #ifdef FANCY_GLASS
        smoothnessG = 0.5;
        highlightMult = 2.5;
        color.rgb = vec3(0.75, 0.8, 0.85);

        translucentMultAlreadyCalculated = true;
        translucentMult.a = 0.0;

        color.a = max(color.a, GLASS_OPACITY);
    #else
        discard;
    #endif
}
