ambient[]={1,1,1,1}; diffuse[]={1,1,1,0.99999994}; forcedDiffuse[]={0,1.7881394e-008,6.3747166e-008,1}; emmisive[]={1,1,1,1}; specular[]={0.99995941,0.50496119,0.24699999,1}; specularPower=37.900002; PixelShaderID="NormalMapSpecularThrough"; VertexShaderID="Super"; class Stage1 { texture="dayz_equip\textures\goldbartexture1_NOHQ.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(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="dayz_equip\textures\goldbartexture1_AS.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="dayz_equip\textures\goldbartexture1_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="fresnel(0.87,10)"; uvSource="none"; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="none"; };