Template:PatchDiff/September 6, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/medic/medic gasmask blue.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models\player\items\medic/medic_gasmask"
N/A4 "$detailscale" "5"
N/A5 "$detailblendfactor" .01
N/A6 "$detailblendmode" 6
N/A7 $nocull 1
N/A8 "$yellow" "0"
N/A9 "$one" "1"
N/A10 
N/A11 "$phong" "1"
N/A12 "$phongexponent" "5"
N/A13 "$phongboost" ".25"
N/A14 "$BasemapAlphaPhongMask" "1"
N/A15 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A16 "$phongfresnelranges" "[.1 .5 .4]"
N/A17 "$halflambert" "0"
N/A18 
N/A19 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A20 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A21 "$rimlightboost" "0.5" // Boost for ambient cube component of rim lighting
N/A22 
N/A23 // Cloaking
N/A24 "$cloakPassEnabled" "1"
N/A25 
N/A26 "$blendtintbybasealpha" "1"
N/A27 "$blendtintcoloroverbase" "0"
N/A28 
N/A29 
N/A30 "$colortint_base" "{56 71 85}"
N/A31 "$colortint_tmp" "{56 71 85}"
N/A32 "$color2" "{56 71 85}"
N/A33 
N/A34 "Proxies"
N/A35 {
N/A36 "weapon_invis"
N/A37 {
N/A38 }
N/A39 "AnimatedTexture"
N/A40 {
N/A41 "animatedtexturevar" "$detail"
N/A42 "animatedtextureframenumvar" "$detailframe"
N/A43 "animatedtextureframerate" 30
N/A44 }
N/A45 "BurnLevel"
N/A46 {
N/A47 "resultVar" "$detailblendfactor"
N/A48 }
N/A49 "YellowLevel"
N/A50 {
N/A51 "resultVar" "$yellow"
N/A52 }
N/A53 "Equals"
N/A54 {
N/A55 "srcVar1" "$yellow"
N/A56 "resultVar" "$color2"
N/A57 }
N/A58 "ItemTintColor"
N/A59 {
N/A60 "resultVar" "$colortint_tmp"
N/A61 }
N/A62 "SelectFirstIfNonZero"
N/A63 {
N/A64 "srcVar1" "$colortint_tmp"
N/A65 "srcVar2" "$colortint_base"
N/A66 "resultVar" "$color2"
N/A67 }
N/A68 
N/A69 }
N/A70}
N/A71