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Add used A3 material includes
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include/a3/data_f/penetration/cloth.rvmat
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include/a3/data_f/penetration/cloth.rvmat
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surfaceInfo="A3\data_f\Penetration\cloth.bisurf";
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diffuse[]={0.75,0.80000001,0.30000001,1};
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ambient[]={0.75,0.80000001,0.30000001,1};
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include/a3/data_f/penetration/default.rvmat
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include/a3/data_f/penetration/default.rvmat
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surfaceInfo="A3\data_f\Penetration\default.bisurf";
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ambient[]={0.48699999,0.32800001,0.249,1};
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diffuse[]={0.48699999,0.32800001,0.249,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0,0,0,1};
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specularPower=1;
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PixelShaderID="Normal";
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VertexShaderID="Basic";
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include/a3/data_f/penetration/metal.rvmat
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include/a3/data_f/penetration/metal.rvmat
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surfaceInfo="A3\data_f\Penetration\metal.bisurf";
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ambient[]={0.69999999,0.80000001,0.77999997,1};
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diffuse[]={0.69999999,0.80000001,0.77999997,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0,0,0,1};
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specularPower=1;
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PixelShaderID="Normal";
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VertexShaderID="Basic";
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include/a3/data_f/penetration/metal_plate.rvmat
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include/a3/data_f/penetration/metal_plate.rvmat
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surfaceInfo="A3\data_f\Penetration\metal_plate.bisurf";
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ambient[]={0.69999999,0.80000001,0.77999997,1};
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diffuse[]={0.69999999,0.80000001,0.77999997,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0,0,0,1};
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specularPower=1;
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PixelShaderID="Normal";
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VertexShaderID="Basic";
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include/a3/data_f/penetration/plastic.rvmat
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include/a3/data_f/penetration/plastic.rvmat
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surfaceInfo="A3\data_f\Penetration\plastic.bisurf";
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diffuse[]={0.89999998,0.80000001,0.60000002,1};
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ambient[]={0.89999998,0.80000001,0.60000002,1};
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include/a3/data_f/penetration/tyre.rvmat
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include/a3/data_f/penetration/tyre.rvmat
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surfaceInfo="A3\data_f\Penetration\tyre.bisurf";
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diffuse[]={0.1,0.1,0.1,1};
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ambient[]={0.1,0.1,0.1,1};
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include/a3/data_f/penetration/wood.rvmat
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include/a3/data_f/penetration/wood.rvmat
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surfaceInfo="A3\data_f\Penetration\wood.bisurf";
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ambient[]={0.5,0.25,0,1};
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diffuse[]={0.5,0.25,0,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0,0,0,1};
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specularPower=1;
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PixelShaderID="Normal";
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VertexShaderID="Basic";
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