<materials version="3" group="truck_tint_group">

    <!-- Shadow caster material -->
    <material name="shadow_caster" render_template="shadow_caster_only:INSTANCED" version="2"/>

    <!-- Body materials -->
    <material name="mtr_man_vehicle_truck" version="2" render_template="generic:BLUE_MASK_TINT:CUBE_ENVIRONMENT_MAPPING:DIFFUSE_TEXTURE:INSTANCED:NORMALMAP:RL_BIGPROPS">
        <bump_normal_texture file="units/vehicles/truck_regular/vehicle_truck_regular_nm"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_regular_df"/>
        <reflection_texture type="cubemap" global_texture="current_global_texture"/>
        <variable value="0.81102359294891 0.77921879291534 0.72197008132935" type="vector3" name="tint_color"/>
    </material>
    <material name="mtr_man_vehicle_hutt" version="2" render_template="generic:BLUE_MASK_TINT:CUBE_ENVIRONMENT_MAPPING:DIFFUSE_TEXTURE:INSTANCED:NORMALMAP:RL_BIGPROPS">
        <bump_normal_texture file="units/vehicles/truck_regular/vehicle_truck_regular_nm"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_regular_df"/>
        <reflection_texture type="cubemap" global_texture="current_global_texture"/>
        <variable value="0.81102359294891 0.81102359294891 0.81102359294891" type="vector3" name="tint_color"/>
    </material>
    <material name="man_vehicle_truck_low" version="2" render_template="generic:BLUE_MASK_TINT:DIFFUSE_TEXTURE:INSTANCED:RL_BIGPROPS">
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_regular_df"/>
        <variable value="0.5 0.5 0.5" type="vector3" name="tint_color"/>
    </material>

    <!-- Glass materials -->
    <material version="2" decal_material="glass_breakable" render_template="opacity:CUBE_ENVIRONMENT_MAPPING:CUBE_FRESNEL:DIFFUSE_TEXTURE:INSTANCED:NORMALMAP:OPACITY_FADE" name="glass_shattered">
        <variable value="2 1 0.59999996423721" type="vector3" name="fresnel_settings"/>
        <opacity_texture file="units/vehicles/window/glass_shattered_2_op"/>
        <diffuse_texture file="units/vehicles/window/glass_shattered_df"/>
        <reflection_texture type="cubemap" global_texture="current_global_texture"/>
        <bump_normal_texture file="units/vehicles/window/glass_shattered_nm"/>
        <variable value="10 4000 0" type="vector3" name="opacity_fade"/>
    </material>
    <material version="2" decal_material="glass_breakable" render_template="opacity:CUBE_ENVIRONMENT_MAPPING:CUBE_FRESNEL:DIFFUSE_TEXTURE:INSTANCED:OPACITY_FADE" name="glass_breakable">
        <variable value="0 0.72999995946884 0.23999999463558" type="vector3" name="fresnel_settings"/>
        <opacity_texture file="units/payday2/glass/glass_clear_vehicle_dark_op"/>
        <diffuse_texture file="units/payday2/glass/glass_clear_vehicle_dark_a_df"/>
        <reflection_texture file="environments/cubemaps/cubemap_gold" type="cubemap"/>
        <variable value="0 4000 0" type="vector3" name="opacity_fade"/>
    </material>

    <!-- Lights materials with self-illumination -->
    <material name="mtr_ls_left_il" version="2" render_template="generic:DIFFUSE_TEXTURE:SELF_ILLUMINATION:SELF_ILLUMINATION_TINT">
        <variable value="light::color" type="listener" name="il_tint" object="ls_left"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_regular_df"/>
        <self_illumination_texture file="units/vehicles/truck_regular/vehicle_truck_il"/>
        <variable value="identity" type="scalar" name="il_multiplier"/>
        <variable value="0" type="scalar" name="specular_power"/>
    </material>
    <material name="mtr_ls_right_il" render_template="generic:DIFFUSE_TEXTURE:SELF_ILLUMINATION:SELF_ILLUMINATION_TINT" version="2" >
        <variable value="light::color" type="listener" name="il_tint" object="ls_right"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_regular_df"/>
        <self_illumination_texture file="units/vehicles/truck_regular/vehicle_truck_il"/>
        <variable value="identity" type="scalar" name="il_multiplier"/>
        <variable value="0" type="scalar" name="specular_power"/>
    </material>
    <material name="mtr_ls_rear_il" render_template="generic:DIFFUSE_TEXTURE:SELF_ILLUMINATION:SELF_ILLUMINATION_TINT" version="2" >
        <variable value="light::color" type="listener" name="il_tint" object="ls_rear"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_regular_df"/>
        <self_illumination_texture file="units/vehicles/truck_regular/vehicle_truck_il"/>
        <variable value="identity" type="scalar" name="il_multiplier"/>
        <variable value="0" type="scalar" name="specular_power"/>
    </material>
    <!-- Fake light materials -->
    <material name="mtr_ls_left" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
        <variable value="2" type="scalar" name="intensity"/>
        <variable value="1" type="scalar" name="falloff_exp"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_il"/>
    </material>
    <material name="mtr_ls_right" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
        <variable value="2" type="scalar" name="intensity"/>
        <variable value="1" type="scalar" name="falloff_exp"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_il"/>
    </material>
    <material name="mtr_ls_rear" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
        <variable value="3" type="scalar" name="intensity"/>
        <variable value="1" type="scalar" name="falloff_exp"/>
        <diffuse_texture file="units/vehicles/truck_regular/vehicle_truck_il"/>
    </material>
    <!--Glow effect materials-->
    <material name="mtr_lights_rear_glow" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
        <variable value="2" type="scalar" name="intensity"/>
        <variable value="1" type="scalar" name="falloff_exp"/>
        <diffuse_texture file="units/pd2_dlc_cage/vehicles/fps_vehicle_falcogini_1/car_rear_light_flare_df"/>
    </material>
    <material name="mtr_lights_left_glow" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
        <variable value="2" type="scalar" name="intensity"/>
        <variable value="1" type="scalar" name="falloff_exp"/>
        <diffuse_texture file="units/payday2/vehicles/str_vehicle_car_ford/str_vehicle_car_ford_headlights"/>
    </material>
    <material name="mtr_lights_right_glow" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
        <variable value="3" type="scalar" name="intensity"/>
        <variable value="1" type="scalar" name="falloff_exp"/>
        <diffuse_texture file="units/payday2/vehicles/str_vehicle_car_ford/str_vehicle_car_ford_headlights"/>
    </material>

</materials>
