clear.rvmat 301 B

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  1. #define _ARMA_
  2. surfaceInfo = "A3\data_f\Penetration\glass_armored_plate.bisurf";
  3. ambient[] = {0.75,0.75,0.75,1};
  4. diffuse[] = {0.75,0.75,0.75,1};
  5. forcedDiffuse[] = {0,0,0,0};
  6. emmisive[] = {100,100,100,1};
  7. specular[] = {0,0,0,1};
  8. specularPower = 1;
  9. PixelShaderID = "Normal";
  10. VertexShaderID = "Basic";