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BIN
braf_weapons_sniper_rifles/308_AGLC/data/300wm_smdi.paa
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braf_weapons_sniper_rifles/308_AGLC/data/300wm_smdi.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_AS.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_AS.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_CO_CAMO.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_CO_CAMO.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_CO_MARRO.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_CO_MARRO.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_CO_PRETO.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_CO_PRETO.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_NOHQ.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_NOHQ.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_SMDI.paa
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braf_weapons_sniper_rifles/308_AGLC/data/AGLC_SMDI.paa
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braf_weapons_sniper_rifles/308_AGLC/data/aglc.rvmat
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braf_weapons_sniper_rifles/308_AGLC/data/aglc.rvmat
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ambient[]={1,1,1,1};
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diffuse[]={1,1,1,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.08,0.08,0.08,0.08};
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specularPower=44.099998;
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PixelShaderID="NormalMapSpecularDIMap";
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VertexShaderID="NormalMap";
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class Stage1
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{
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texture = "braf\braf_weapons_sniper_rifles\308_AGLC\data\AGLC_NOHQ.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage2
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{
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage3
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{
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texture = "#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage4
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{
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texture="braf\braf_weapons_sniper_rifles\308_AGLC\data\AGLC_AS.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage5
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{
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texture = "braf\braf_weapons_sniper_rifles\308_AGLC\data\AGLC_SMDI.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage6
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{
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texture = "#(ai,64,64,1)fresnel(5.4,1.4)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage7
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{
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texture = "a3\data_f\env_land_ca.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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78
braf_weapons_sniper_rifles/308_AGLC/data/bullet.rvmat
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braf_weapons_sniper_rifles/308_AGLC/data/bullet.rvmat
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ambient[]={1,1,1,1};
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diffuse[]={0.30000001,0.30000001,0.30000001,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.99999982,0.95699984,0.80700004,1};
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specularPower=200;
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PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage3
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{
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texture="#(argb,8,8,3)color(0,0,0,0)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage4
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{
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texture="#(rgb,8,8,3)color(1,1,1,1,AS)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage5
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{
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texture="braf\braf_weapons_sniper_rifles\308_AGLC\data\300wm_smdi.tga";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage6
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{
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texture="#(ai,64,64,1)fresnel(0.6,0.16)";
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uvSource="none";
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};
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class Stage7
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{
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texture="a3\Data\env_land_co.tga";
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uvSource="none";
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};
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braf_weapons_sniper_rifles/308_AGLC/data/cartucheira.rvmat
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braf_weapons_sniper_rifles/308_AGLC/data/cartucheira.rvmat
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ambient[]={1,1,1,1};
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diffuse[]={1,1,1,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.22,0.22,0.22,1};
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specularPower=40;
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PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture = "braf\braf_weapons_sniper_rifles\308_AGLC\data\AGLC_NOHQ.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage2
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{
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage3
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||||
{
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texture = "#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage4
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||||
{
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texture="braf\braf_weapons_sniper_rifles\308_AGLC\data\AGLC_AS.paa";
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uvSource = "tex";
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class uvTransform
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||||
{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage5
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||||
{
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||||
texture = "braf\braf_weapons_sniper_rifles\308_AGLC\data\AGLC_SMDI.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage6
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||||
{
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||||
texture = "#(ai,64,64,1)fresnel(1,0.1)";
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||||
uvSource = "tex";
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||||
class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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||||
class Stage7
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||||
{
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||||
texture = "a3\data_f\env_land_ca.paa";
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||||
uvSource = "tex";
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||||
class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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BIN
braf_weapons_sniper_rifles/308_AGLC/data/ui/camo.paa
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braf_weapons_sniper_rifles/308_AGLC/data/ui/camo.paa
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braf_weapons_sniper_rifles/308_AGLC/data/ui/marrom.paa
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braf_weapons_sniper_rifles/308_AGLC/data/ui/marrom.paa
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braf_weapons_sniper_rifles/308_AGLC/data/ui/preto.paa
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braf_weapons_sniper_rifles/308_AGLC/data/ui/preto.paa
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braf_weapons_sniper_rifles/308_AGLC/data/ui/verde.paa
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braf_weapons_sniper_rifles/308_AGLC/data/ui/verde.paa
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