<materials version="3" group="weapon_group">
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		<diffuse_texture file="units/mods/weapons/wpn_upg_o_YOUR_SIGHT_NAME/mount_df_cc" mip="1"/>
		<bump_normal_texture file="units/mods/weapons/wpn_upg_o_YOUR_SIGHT_NAME/mount_nm" mip="1"/>
		<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="mat_docter" render_template="generic_customizable:CUBE_ENVIRONMENT_MAPPING:DECAL_STICKER_UV2:DIFFUSE_TEXTURE:GRADIENTMAP:NORMALMAP:PATTERN_GRADIENTMAP:PATTERN_GRADIENTMAP_ANGLE_OFFSET:PATTERN_UV2:WEAR_TEAR_MASKING" unique="true" version="2">
		<diffuse_texture file="units/mods/weapons/wpn_upg_o_YOUR_SIGHT_NAME/docter_df_cc" mip="1"/>
		<bump_normal_texture file="units/mods/weapons/wpn_upg_o_YOUR_SIGHT_NAME/docter_nm" mip="1"/>
		<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="mat_lens" decal_material="glass_breakable" render_template="opacity:CUBE_ENVIRONMENT_MAPPING:CUBE_FRESNEL:DIFFUSE_TEXTURE:FPS" version="2">
		<diffuse_texture file="units/payday2/weapons/wpn_effects_textures/green_glass_df" mip="1"/>
		<opacity_texture file="units/payday2/weapons/wpn_fps_upg_o_eotech/wpn_eotech_glass_op"/>
		<reflection_texture global_texture="current_global_texture" type="cubemap"/>
		<variable value="0.89999997615814 0 1" type="vector3" name="fresnel_settings"/>
	</material>
	<material name="gfx_reddot" unique="true" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:FPS:HOLO:VIEW_ANGLE_FALLOFF_OP" version="2">
		<variable type="scalar" name="intensity" value="reddot"/>
		<diffuse_texture file="units/pd2_dlc1/weapons/wpn_effects_textures/wpn_sight_reticle_1_il"/>
		<variable type="scalar" name="falloff_exp" value="1000"/>
		<variable type="vector3" name="holo_target_offset" value="0 10000 0"/>
		<variable type="vector3" name="holo_reticle_scale" value="0.5 1 20"/>
	</material>
</materials>