class StageTI
{
	texture = "braf\braf_weapons_scopes\Eotech_xps3_g33\Data\glass_real_ca.paa";
};
ambient[] = {1,1,1,0.15};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {1,1,1,1};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 800000;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
	texture = "braf\braf_weapons_scopes\Eotech_xps3_g33\Data\glass_smdi.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(0.5,0.5,0.5,0.5,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(1,1,1,0.0,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_weapons_scopes\Eotech_xps3_g33\Data\glass_smdi.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_weapons_scopes\Eotech_xps3_g33\Data\glass_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(0.7,0.01)";
	uvSource = "none";
};
class Stage7
{
	texture = "a3\data_f\env_land_co.paa";
	useWorldEnvMap = "false";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};