class StageTI { texture = "braf\braf_weapons_scopes\Eotech_xps3_g33\Data\glass_real_ca.paa"; }; ambient[] = {1,1,1,0.15}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {1,1,1,1}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,1}; specularPower = 800000; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "braf\braf_weapons_scopes\Eotech_xps3_g33\Data\glass_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(1,1,1,0.0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "braf\braf_weapons_scopes\Eotech_xps3_g33\Data\glass_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture="braf\braf_weapons_scopes\Eotech_xps3_g33\Data\glass_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(0.7,0.01)"; uvSource = "none"; }; class Stage7 { texture = "a3\data_f\env_land_co.paa"; useWorldEnvMap = "false"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; };