#ifndef IPBR_COMPAT_MODE
    float minAlpha = min(color.a, texture2DLod(tex, texCoord, 0).a);
#else
    float minAlpha = color.a;
#endif

if (minAlpha > 0.001) {
    smoothnessG = 1.0;
    highlightMult = 3.5;
    reflectMult = 0.5;

    translucentMultCalculated = true;
    translucentMult = vec4(0.0, 0.0, 0.0, 1.0);
}

else {
    #ifdef FANCY_GLASS
        smoothnessG = 0.5;
        highlightMult = 2.5;
        reflectMult = 1.0;
        color.rgb = vec3(0.75, 0.8, 0.85);

        translucentMultCalculated = true;
        translucentMult.a = 0.0;

        color.a = max(color.a, GLASS_OPACITY);

        DoTranslucentTweaks(color, fresnelM, reflectMult, lViewPos);
    #else
        discard;
    #endif
}
