////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.52
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//Class bdf_camo : Heads\lrrpcamo01\m_white_05_injury.rvmat{
class StageTI
{
 texture = "a3\characters_f\heads\data\m_ti_ca.paa";
};
ambient[] = {2,2,2,1};
diffuse[] = {0.45,0.42,0.4,1};
forcedDiffuse[] = {0.2,0.4,0.4,0.1};
emmisive[] = {0.8,0.3,0.65,0.7};
specular[] = {0.8,0.8,0.8,1};
specularPower = 30;
PixelShaderID = "Skin";
VertexShaderID = "Skin";
class Stage1
{
 texture = "a3\characters_f\heads\data\m_white_05_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 = "braf\braf_characters_army\face\white\braf_white_30_co_injuri.paa";
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
};
class Stage3
{
 texture = "a3\characters_f\heads\data\m_white_05_co.paa";
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
};
class Stage4
{
 texture = "a3\characters_f\heads\data\m_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 = "a3\characters_f\heads\data\m_white_05_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 = "#(ai,64,64,1)fresnel(0.5,0.3)";
 uvSource = "none";
};
//};
