<materials version="3" group="weapon_group">
	 <material name="grip" render_template="generic_customizable:CUBE_ENVIRONMENT_MAPPING:DECAL_STICKER_UV2:DEPTH_SCALING:DIFFUSE_TEXTURE:GRADIENTMAP:NORMALMAP:PATTERN_GRADIENTMAP:PATTERN_GRADIENTMAP_ANGLE_OFFSET:PATTERN_UV2:WEAR_TEAR_MASKING" unique="true" version="2">
        <diffuse_texture file="units/payday2/weapons/wpn_fps_upg_o_marksmansight/rear_df_cc"/>
        <bump_normal_texture file="units/payday2/weapons/wpn_fps_upg_o_marksmansight/rear_nm"/>
        <diffuse_layer1_texture file="units/payday2_cash/safes/default/base_gradient/base_default_df"/>
        <diffuse_layer2_texture file="units/payday2_cash/safes/default/pattern_gradient/gradient_default_df"/>
        <diffuse_layer0_texture file="units/payday2_cash/safes/default/pattern/pattern_default_df"/>
        <reflection_texture type="cube" global_texture="current_global_texture"/>
        <variable value="1 0 1" type="vector3" name="pattern_tweak"/>
		<variable value="0 0 0" type="vector3" name="pattern_pos"/>
        <variable value="0" type="scalar" name="wear_tear_value"/>
        <diffuse_layer3_texture file="units/payday2_cash/safes/default/sticker/sticker_default_df"/>
        <variable value="1 1 1" type="vector3" name="uv_scale"/>
        <variable value="0 0 0" type="vector3" name="uv_offset_rot"/>
        <variable value="0 0 0" type="vector3" name="cubemap_pattern_control"/>
    </material>
	<material name="ergo" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE" version="2">
        <variable value="reddot" type="scalar" name="intensity"/>
        <diffuse_texture file="units/payday2/weapons/wpn_fps_upg_o_marksmansight/red_fiber_il"/>
	</material>
</materials>