Template:PatchDiff/March 19, 2013 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/all class/all class oculus screen blue.vmt

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N/A1"Vertexlitgeneric"
N/A2{
N/A3 "$basetexture" "models/player/items/all_class/all_class_oculus_screen_blue"
N/A4 "$additive" "1"
N/A5 
N/A6 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A7 "$detailscale" "5"
N/A8 "$detailblendfactor" .01
N/A9 "$detailblendmode" 6
N/A10 
N/A11 "$yellow" "0"
N/A12 "$one" "1"
N/A13 
N/A14// "$model" "1"
N/A15 "$nocull" "1"
N/A16 
N/A17 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A18 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A19 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A20 
N/A21 "Proxies"
N/A22 {
N/A23 "TextureScroll"
N/A24 {
N/A25 "texturescrollvar" "$basetexturetransform"
N/A26 "texturescrollrate" .05
N/A27 "texturescrollangle" 90
N/A28 }
N/A29 "Sine"
N/A30 {
N/A31 "Sineperiod" "2"
N/A32 "SineMax" "1.5"
N/A33 "SineMin" ".5"
N/A34 "resultVar" "$color"
N/A35 }
N/A36 
N/A37 "weapon_invis"
N/A38 {
N/A39 }
N/A40 "AnimatedTexture"
N/A41 {
N/A42 "animatedtexturevar" "$detail"
N/A43 "animatedtextureframenumvar" "$detailframe"
N/A44 "animatedtextureframerate" 30
N/A45 }
N/A46 "BurnLevel"
N/A47 {
N/A48 "resultVar" "$detailblendfactor"
N/A49 }
N/A50 "YellowLevel"
N/A51 {
N/A52 "resultVar" "$yellow"
N/A53 }
N/A54 }
N/A55}