fix(braf_air2) Naming clonvention for all classes and paths to use lowercase letters.
This commit is contained in:
@@ -1,6 +1,6 @@
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//class StageTI
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//{
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// texture = "braf\braf_air2\braf_Air_Weap2\data\camo1_ti_ca.tga";
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// texture = "braf\braf_air2\braf_air_weap2\data\camo1_ti_ca.tga";
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//};
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ambient[]={0.75,0.75,0.75,1.0};
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diffuse[]={0.75,0.75,0.75,1.0};
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@@ -12,7 +12,7 @@ PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo1_nohq.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo1_nohq.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -48,7 +48,7 @@ class Stage3
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};
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class Stage4
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo1_as.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo1_as.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -60,7 +60,7 @@ class Stage4
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};
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class Stage5
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo1_SMDI.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo1_smdi.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -1,6 +1,6 @@
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//class StageTI
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//{
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// texture = "braf\braf_air2\braf_Air_Weap2\data\camo2_ti_ca.tga";
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// texture = "braf\braf_air2\braf_air_weap2\data\camo2_ti_ca.tga";
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//};
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ambient[]={0.75,0.75,0.75,1.0};
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diffuse[]={0.75,0.75,0.75,1.0};
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@@ -12,7 +12,7 @@ PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo2_nohq.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo2_nohq.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -48,7 +48,7 @@ class Stage3
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};
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class Stage4
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo2_as.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo2_as.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -60,7 +60,7 @@ class Stage4
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};
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class Stage5
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo2_SMDI.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo2_smdi.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -1,6 +1,6 @@
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//class StageTI
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//{
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// texture = "braf\braf_air2\braf_Air_Weap2\data\camo3_ti_ca.tga";
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// texture = "braf\braf_air2\braf_air_weap2\data\camo3_ti_ca.tga";
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//};
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ambient[]={0.75,0.75,0.75,1.0};
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diffuse[]={0.75,0.75,0.75,1.0};
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@@ -12,7 +12,7 @@ PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo3_nohq.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo3_nohq.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -48,7 +48,7 @@ class Stage3
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};
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class Stage4
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo3_as.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo3_as.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -60,7 +60,7 @@ class Stage4
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};
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class Stage5
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo3_smdi.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo3_smdi.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -1,6 +1,6 @@
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//class StageTI
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//{
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// texture = "braf\braf_air2\braf_Air_Weap2\data\camo4_ti_ca.tga";
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// texture = "braf\braf_air2\braf_air_weap2\data\camo4_ti_ca.tga";
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//};
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ambient[]={0.75,0.75,0.75,1.0};
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diffuse[]={0.75,0.75,0.75,1.0};
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@@ -12,7 +12,7 @@ PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo4_nohq.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo4_nohq.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -48,7 +48,7 @@ class Stage3
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};
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class Stage4
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo4_as.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo4_as.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -60,7 +60,7 @@ class Stage4
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};
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class Stage5
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo4_smdi.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo4_smdi.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -1,6 +1,6 @@
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//class StageTI
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//{
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// texture = "braf\braf_air2\braf_Air_Weap2\data\camo5_ti_ca.tga";
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// texture = "braf\braf_air2\braf_air_weap2\data\camo5_ti_ca.tga";
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//};
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ambient[]={0.75,0.75,0.75,1.0};
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diffuse[]={0.75,0.75,0.75,1.0};
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@@ -12,7 +12,7 @@ PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo5_nohq.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo5_nohq.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -48,7 +48,7 @@ class Stage3
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};
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class Stage4
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo5_as.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo5_as.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -60,7 +60,7 @@ class Stage4
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};
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class Stage5
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo5_smdi.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo5_smdi.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -1,6 +1,6 @@
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//class StageTI
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//{
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// texture = "braf\braf_air2\braf_Air_Weap2\data\camo6_ti_ca.tga";
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// texture = "braf\braf_air2\braf_air_weap2\data\camo6_ti_ca.tga";
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//};
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ambient[]={0.75,0.75,0.75,1.0};
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diffuse[]={0.75,0.75,0.75,1.0};
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@@ -12,7 +12,7 @@ PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo6_nohq.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo6_nohq.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -48,7 +48,7 @@ class Stage3
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};
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class Stage4
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo6_as.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo6_as.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -60,7 +60,7 @@ class Stage4
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};
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class Stage5
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\camo6_smdi.tga";
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texture = "braf\braf_air2\braf_air_weap2\data\camo6_smdi.tga";
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uvSource = "tex";
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class uvTransform
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{
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@@ -8,7 +8,7 @@ PixelShaderID = "Super";
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VertexShaderID = "Super";
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class Stage1
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\glass_nohq.paa";
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texture = "braf\braf_air2\braf_air_weap2\data\glass_nohq.paa";
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uvSource = "tex";
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class uvTransform
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{
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@@ -44,7 +44,7 @@ class Stage3
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};
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class Stage4
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\glass_as.paa";
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texture = "braf\braf_air2\braf_air_weap2\data\glass_as.paa";
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uvSource = "tex";
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class uvTransform
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{
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@@ -56,7 +56,7 @@ class Stage4
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};
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class Stage5
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{
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texture = "braf\braf_air2\braf_Air_Weap2\data\glass_smdi.paa";
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texture = "braf\braf_air2\braf_air_weap2\data\glass_smdi.paa";
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uvSource = "tex";
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class uvTransform
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{
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