ImUnleasheD

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Sep 6th, 2016
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  1.  
  2. #define _ARMA_
  3.  
  4. surfaceInfo = "data_f\penetration\glass_armored.bisurf";
  5. ambient[] = {1,1,1,1};
  6. diffuse[] = {0.3,0.3,0.3,1};
  7. forcedDiffuse[] = {0,0,0,1};
  8. emmisive[] = {0,0,0,0};
  9. specular[] = {1,1,1,1};
  10. specularPower = 800;
  11. PixelShaderID = "Super";
  12. VertexShaderID = "Super";
  13. class Stage1
  14. {
  15. texture = "#(argb,8,8,3)color(0.5,0.5,1.0,1,NOHQ)";
  16. uvSource = "tex";
  17. class uvTransform
  18. {
  19. aside[] = {5,0,0};
  20. up[] = {0,5,0};
  21. dir[] = {0,0,0};
  22. pos[] = {0,0,0};
  23. };
  24. };
  25. class Stage2
  26. {
  27. texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
  28. uvSource = "tex";
  29. class uvTransform
  30. {
  31. aside[] = {5,0,0};
  32. up[] = {0,5,0};
  33. dir[] = {0,0,0};
  34. pos[] = {0,0,0};
  35. };
  36. };
  37. class Stage3
  38. {
  39. texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
  40. uvSource = "tex";
  41. class uvTransform
  42. {
  43. aside[] = {1,0,0};
  44. up[] = {0,1,0};
  45. dir[] = {0,0,0};
  46. pos[] = {0,0,0};
  47. };
  48. };
  49. class Stage4
  50. {
  51. texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
  52. uvSource = "tex";
  53. class uvTransform
  54. {
  55. aside[] = {1,0,0};
  56. up[] = {0,1,0};
  57. dir[] = {0,0,1};
  58. pos[] = {0,0,1};
  59. };
  60. };
  61. class Stage5
  62. {
  63. texture = "#(argb,8,8,3)color(0,0.23,1.0,1,SMDI)";
  64. uvSource = "tex";
  65. class uvTransform
  66. {
  67. aside[] = {4,0,0};
  68. up[] = {0,4,0};
  69. dir[] = {0,0,1};
  70. pos[] = {0,0,1};
  71. };
  72. };
  73. class Stage6
  74. {
  75. texture = "#(ai,64,64,1)fresnel(0.5,0.5)";
  76. uvSource = "none";
  77. };
  78. class Stage7
  79. {
  80. texture = "a3\data_f\env_co.paa";
  81. useWorldEnvMap = "true";
  82. uvSource = "tex";
  83. class uvTransform
  84. {
  85. aside[] = {1.0,0.0,0.0};
  86. up[] = {0.0,1.0,0.0};
  87. dir[] = {0.0,0.0,0.0};
  88. pos[] = {0.0,0.0,0.0};
  89. };
  90. };
  91. //};
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