#define _ARMA_
#define __EMPTYCLASS(cls) class cls{} //special encoding when re-rapifying

//Class us_gear.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0,0,0,1};
specularPower = 1;
PixelShaderID = "NormalMapMacroASSpecularMap";
VertexShaderID = "NormalMapAS";
class Stage1
{
 texture = "PRACS_Fusilier\data\us_gear_nohq.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(0,0,0,0)";
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
};
class Stage3
{
 texture = "PRACS_Fusilier\data\us_gear_as.paa";
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
};
class Stage4
{
 texture = "#(argb,8,8,3)color(1,1,1,1)";
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,0};
  pos[] = {0,0,0};
 };
};
//};
