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

#define _ARMA_

//Class grad_trenches_assets : data\zemlia.rvmat{
ambient[] = {1.3,1.3,1.3,1};
diffuse[] = {0.9,0.9,0.9,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.37,0.37,0.37,1.0};
specularPower = 1;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
 texture = "braf\braf_structures\Estruturas\Teste\zemlia_nohq.paa";
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
 Filter = "Anizotropic";
};
class Stage2
{
 texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  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 = "braf\braf_structures\Estruturas\Teste\zemlia_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 = "braf\braf_structures\Estruturas\Teste\zemlia_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,32,128,1)fresnel(0.99,0.18)";
 uvSource = "none";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
};
class Stage7
{
 useWorldEnvMap = "true";
 texture = "a3\data_f\env_land_co.paa";
 uvSource = "none";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
};
//};
