Template:PatchDiff/April 7, 2011 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/engineer/engineer eye red.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models\player\items\engineer/engineer_eye_red"
N/A4// "$bumpmap" "models\player\items\engineer/cowboy_hat_normal"
N/A5 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A6 "$detailscale" "5"
N/A7 "$detailblendfactor" .01
N/A8 "$detailblendmode" 6
N/A9 "$yellow" "0"
N/A10 
N/A11// "$blendtintbybasealpha" "1"
N/A12 
N/A13// "$colortint_base" "{193 196 177}"
N/A14// "$colortint_tmp" "[0 0 0]"
N/A15 
N/A16 "$phong" "1"
N/A17 "$phongexponent" "25"
N/A18 "$phongboost" "5"
N/A19 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A20 "$phongfresnelranges" "[.25 .5 1]"
N/A21 
N/A22 // Rim lighting parameters
N/A23 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A24 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A25 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A26 
N/A27 // Cloaking
N/A28 "$cloakPassEnabled" "1"
N/A29 
N/A30 "Proxies"
N/A31 {
N/A32 "weapon_invis"
N/A33 {
N/A34 }
N/A35 "AnimatedTexture"
N/A36 {
N/A37 "animatedtexturevar" "$detail"
N/A38 "animatedtextureframenumvar" "$detailframe"
N/A39 "animatedtextureframerate" 30
N/A40 }
N/A41 "BurnLevel"
N/A42 {
N/A43 "resultVar" "$detailblendfactor"
N/A44 }
N/A45 "YellowLevel"
N/A46 {
N/A47 "resultVar" "$yellow"
N/A48 }
N/A49 "Equals"
N/A50 {
N/A51 "srcVar1" "$yellow"
N/A52 "resultVar" "$color2"
N/A53 }
N/A54 // "ItemTintColor"
N/A55 // {
N/A56 // "resultVar" "$colortint_tmp"
N/A57 // }
N/A58 // "SelectFirstIfNonZero"
N/A59 // {
N/A60 // "srcVar1" "$colortint_tmp"
N/A61 // "srcVar2" "$colortint_base"
N/A62 // "resultVar" "$color2"
N/A63 // }
N/A64 }
N/A65}
N/A66 
N/A67