Template:PatchDiff/March 28, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/all class/anim/the glow blue.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models/player/items/all_class/reward_glow"
N/A4 "$bumpmap" "models/effects/flat_normal"
N/A5 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A6 "$detailscale" "5"
N/A7 "$detailblendfactor" .01
N/A8 "$detailblendmode" 6
N/A9 "$yellow" "0"
N/A10 
N/A11 ">=DX90"
N/A12 {
N/A13 "$selfillum" 1
N/A14 }
N/A15 
N/A16 "$blendtintbybasealpha" "0"
N/A17 "$blendtintcoloroverbase" "1"
N/A18 
N/A19// "$color2" "{0 198 255}"
N/A20 "$colortint_base" "{0 198 255}"
N/A21 "$colortint_tmp" "[0 0 0]"
N/A22 
N/A23 "$phong" "1"
N/A24 "$phongexponent" "20"
N/A25 "$phongboost" ".5"
N/A26 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A27 "$phongfresnelranges" "[.5 1 4]"
N/A28 "$basemapalphaphongmask" "1"
N/A29 
N/A30 
N/A31 
N/A32 // Rim lighting parameters
N/A33 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A34 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A35 "$rimlightboost" "3" // Boost for ambient cube component of rim lighting
N/A36 
N/A37 // Cloaking
N/A38 "$cloakPassEnabled" "1"
N/A39 
N/A40 "Proxies"
N/A41 {
N/A42 "weapon_invis"
N/A43 {
N/A44 }
N/A45 "AnimatedTexture"
N/A46 {
N/A47 "animatedtexturevar" "$detail"
N/A48 "animatedtextureframenumvar" "$detailframe"
N/A49 "animatedtextureframerate" 30
N/A50 }
N/A51 "BurnLevel"
N/A52 {
N/A53 "resultVar" "$detailblendfactor"
N/A54 }
N/A55 "YellowLevel"
N/A56 {
N/A57 "resultVar" "$yellow"
N/A58 }
N/A59 "Equals"
N/A60 {
N/A61 "srcVar1" "$yellow"
N/A62 "resultVar" "$color2"
N/A63 }
N/A64 "ItemTintColor"
N/A65 {
N/A66 "resultVar" "$colortint_tmp"
N/A67 }
N/A68 "SelectFirstIfNonZero"
N/A69 {
N/A70 "srcVar1" "$colortint_tmp"
N/A71 "srcVar2" "$colortint_base"
N/A72 "resultVar" "$color2"
N/A73 }
N/A74 }
N/A75}