mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
Remove all custom content from dayz_equip
This commit is contained in:
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@@ -1,34 +0,0 @@
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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[]={0,0,0,0};
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specular[]={1,1,1,1};
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specularPower=1000;
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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="dayz_equip\textures\alum_bar1_norm.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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Filter="Anizotropic";
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};
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class Stage2
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{
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texture="dayz_equip\textures\alum_bar1_spec.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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Filter="Anizotropic";
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};
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@@ -1,34 +0,0 @@
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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[]={0,0,0,0};
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specular[]={1,1,1,1};
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specularPower=1000;
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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="dayz_equip\textures\alum_bar10_norm.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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Filter="Anizotropic";
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};
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class Stage2
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{
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texture="dayz_equip\textures\alum_bar10_spec.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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Filter="Anizotropic";
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};
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@@ -1,78 +0,0 @@
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ambient[]={1,1,1,1};
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diffuse[]={0.50196099,0.50196099,0.50196099,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.101961,0.101961,0.101961,0.88};
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specularPower=450;
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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="dayz_equip\textures\armourpottedmeat_CAN_test1_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(0.5,0.5,0.5,1,DT)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={10,0,0};
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up[]={0,10,0};
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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,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="dayz_equip\textures\armourpottedmeat_CAN_test1_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="dayz_equip\textures\armourpottedmeat_CAN_test1_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,64,128,1)fresnel(4.01,2.86)";
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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="ca\data\env_land_co.paa";
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uvSource="none";
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};
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@@ -1,41 +0,0 @@
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////////////////////////////////////////////////////////////////////
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//DeRap: Produced from mikero's Dos Tools Dll version 3.97
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//http://dev-heaven.net/projects/list_files/mikero-pbodll
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////////////////////////////////////////////////////////////////////
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#define _ARMA_
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//Class dayz_equip : textures\bronzebar.rvmat{
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ambient[] = {1.0,1.0,1.0,1.0};
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diffuse[] = {1.0,1.0,1.0,1.0};
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forcedDiffuse[] = {0.0,0.0,0.0,1.0};
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emmisive[] = {0.0,0.0,0.0,1.0};
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specular[] = {0.99498,0.99498,0.99498,1.0};
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specularPower = 100.799995;
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PixelShaderID = "NormalMapSpecularMap";
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VertexShaderID = "NormalMap";
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class Stage1
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{
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texture = "dayz_equip\textures\bronzebar_NOHQ.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1.0,0.0,0.0};
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up[] = {0.0,1.0,0.0};
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dir[] = {0.0,0.0,0.0};
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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 = "dayz_equip\textures\bronzebar_SMDI.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1.0,0.0,0.0};
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up[] = {0.0,1.0,0.0};
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dir[] = {0.0,0.0,0.0};
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pos[] = {0,0,0};
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};
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};
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//};
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@@ -1,34 +0,0 @@
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ambient[]={0.5,0.5,0.5,0.5};
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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[]={0,0,0,1};
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specularPower=1;
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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="dayz_equip\textures\bulb_norm.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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Filter="Anizotropic";
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};
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class Stage2
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{
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texture="dayz_equip\textures\bulb_spec.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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Filter="Anizotropic";
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};
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@@ -1,32 +0,0 @@
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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[]={0.50196081,0.34901962,0.074509807,7.4505806e-008};
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specularPower=100;
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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="dayz_equip\textures\burlap_norm.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="dayz_equip\textures\burlap_spec.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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@@ -1,32 +0,0 @@
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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[]={0.24313726,0.33333334,0.24705882,0};
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specularPower=100;
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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="dayz_equip\textures\canvas_norm.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="dayz_equip\textures\canvas_spec.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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@@ -1,34 +0,0 @@
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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[]={0,0,0,0};
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specular[]={1,1,1,1};
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specularPower=1000;
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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="dayz_equip\textures\copper_bar1_norm.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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Filter="Anizotropic";
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};
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class Stage2
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{
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texture="dayz_equip\textures\copper_bar1_spec.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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Filter="Anizotropic";
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};
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@@ -1,34 +0,0 @@
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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[]={0,0,0,0};
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specular[]={1,1,1,1};
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specularPower=1000;
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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="dayz_equip\textures\copper_bar10_norm.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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Filter="Anizotropic";
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};
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class Stage2
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{
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texture="dayz_equip\textures\copper_bar10_spec.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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Filter="Anizotropic";
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};
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