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    <material version="2" render_template="generic:DIFFUSE_TEXTURE:GSMA_TEXTURE:NORMALMAP" decal_material="sheet_metal" name="mat_van">
        <diffuse_texture file="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_street_burning_man_event_df"/>
        <bump_normal_texture file="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_street_burning_man_event_nm"/>
        <material_texture file="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_street_burning_man_event_gsma"/>
    </material>

    <material version="2" render_template="generic:DIFFUSE_TEXTURE:GSMA_TEXTURE:NORMALMAP" decal_material="sheet_metal" name="mat_van_lod">
        <diffuse_texture file="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_street_burning_man_event_df" mip="4"/>
        <bump_normal_texture file="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_street_burning_man_event_nm" mip="4"/>
        <material_texture file="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_street_burning_man_event_gsma" mip="4"/>
        <variable type="vector3" name="environment_settings" value="1.2 0.3 2"/>
    </material>

    <material render_template="opacity:CUBE_ENVIRONMENT_MAPPING:CUBE_FRESNEL:DIFFUSE_TEXTURE:OPACITY_FADE" decal_material="glass_breakable" version="2" name="glass_breakable">
        <variable value="0 1 0.6" type="vector3" name="fresnel_settings"/>
        <opacity_texture file="units/payday2/glass/glass_clear_vehicle_op"/>
        <diffuse_texture file="units/payday2/glass/glass_clear_vehicle_df"/>
        <reflection_texture type="cubemap" global_texture="current_global_texture"/>
        <variable value="10 4000 0" type="vector3" name="opacity_fade"/>
    </material>

    <material name="mat_glass" decal_material="glass_breakable" render_template="generic:DIFFUSE_TEXTURE:GLOBAL_ENVIRONMENT_MAPPING" version="2">
        <diffuse_texture file="units/payday2/glass/glass_clear_vehicle_dark_b_df"/>
    </material>

    <material name="glass_shattered" decal_material="glass_breakable" render_template="generic:DIFFUSE_TEXTURE:GLOBAL_ENVIRONMENT_MAPPING" version="2">
        <diffuse_texture file="units/payday2/glass/glass_clear_vehicle_dark_b_df"/>
    </material>

    <material version="2" render_template="generic:CUBE_ENVIRONMENT_MAPPING:DIFFUSE_TEXTURE:DOUBLE_SIDED:NORMALMAP" name="mat_glass_tinted" decal_material="glass_breakable">
        <diffuse_texture file="units/payday2/glass/glass_clear_vehicle_dark_b_df"/>
        <reflection_texture type="cube" global_texture="current_global_texture"/>
        <bump_normal_texture file="units/pd2_dlc_run/props/run_vehicle_van_street_burning_man_event/run_vehicle_van_street_burning_man_event_glass_nm"/>
    </material>

    <material render_template="opacity:CUBE_ENVIRONMENT_MAPPING:CUBE_FRESNEL:DIFFUSE_TEXTURE:OPACITY_FADE" decal_material="glass_breakable" version="2" name="mat_headlight">
        <variable value="0 1 0.6" type="vector3" name="fresnel_settings"/>
        <opacity_texture file="units/payday2/glass/glass_clear_vehicle_op"/>
        <diffuse_texture file="units/payday2/glass/glass_clear_vehicle_df"/>
        <reflection_texture type="cubemap" global_texture="current_global_texture"/>
        <variable value="10 4000 0" type="vector3" name="opacity_fade"/>
    </material>

    <material render_template="shadow_caster_only" name="shadow_caster" version="2"/>
</materials>