VMT Commands

Is there a list of all the VMT commands and what they do. This would be unimaginably helpful for someone like me.
For now though I need to know, what is the command that tells the texture to look at the bump map alpha for the specular map.

$normalmapalphaenvmapmask <boolean>
see http://developer.valvesoftware.com/wiki/$envmapmask

And I don’t remember where I got this vmt, but I think it has all possible commands


// SHADERS:
"lightmappedgeneric"            // The most common texture. A basetexture is multiplied by a lightmap. 
//"unlitgeneric"            // A basetexture appears at full brightness.       If used on a model, Set "$model" 1
//"vertexlitgeneric"            // A basetexture with vertex lighting. 
//"sprite"
//"unlittwotexture"            // Two textures are mixed evenly and appear at full brightness. 
//"refract"               // Refracts the light behind it according to a dudvmap and bumpmap. Only works correctly on models.        If used on a model, Set "$model" 1

//"cable"
//"eyeball"
//"eyes"               // Used for realistic eyeballs for models. 
//"gooinglass"               // Used for realistic glass container, Containing a violent fluid. (from Kleiner's Lab) The alpha channel Of "$basetexture" decides how much basetexture is shown ontop of the bump map. "
//"lightmappedtwotexture"         // Two textures are mixed evenly and multiplied by a lightmap. Useful if one or both base textures are in motion. 
//"modulate"
//"overlay_fit"
//"reflecttexture"
//"teeth"
//"volumetricfog"
//"water"
//"wireframe"
//"worldtwotextureblend"         // Used for displacements (terrain). Two basetextures are vertex lit. The percentage blend of each of the two textures is defined by alpha painting in Hammer.     Use $basetexture2 and $bumpmap2 to define the second material
//"worldvertexalpha"            // Used for displacements (terrain). A basetexture is vertex lit. 
//"worldvertextransition"

//   MORE SHADERS:
// alienscale, basetimeslightmaptimesdetail, basetimeslightmapwet, basetimesmod2xenvmap, bloom, blurfilterx,
// blurfiltery, camo, cloud, debugbumpedlightmap, debugbumpedvertexlit, debugfbtexture, debuglightingonly, debuglightmap,
// debugluxels, debugmodifyvertex, debugnormalmap, debugunlit, debugvertexlit, decalBaseTimesLightmapAlphaBlendSelfillum,
// decalmodulate, downsample, fillrate, internalframesync, jellyfish, jojirium, modeladditivetransEnvMapwithMaskedTexture,
// particlesphere, predator, shadow, shadowbuild, shadowmodel, showdestalpha, skyfog, translucentlightmap, vertexnormals,
// watersurfacebottom, yuv


//////////////////////////////////////////////////////////////////
// Created by DeathByNukes (DeathByNukes@gmail.com)      //
// You may not use this in your map/mod without my permission.   //
//////////////////////////////////////////////////////////////////

// Surface Properties List - To see more info, open the files in source materials.gcf with GCFScape

// scripts/surfaceproperties.txt
// default, solidmetal, Metal_Box, metal, metal_bouncy, slipperymetal, metalgrate, metalvent,
// metalpanel, dirt, mud, slipperyslime, grass, tile, Wood, Wood_lowdensity, Wood_Box, Wood_Crate,
// Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel, water, slime, quicksand, wade, ladder,
// glass, computer, concrete, rock, porcelain, boulder, gravel, brick, concrete_block, chainlink,
// chain, flesh, bloodyflesh, alienflesh, armorflesh, watermelon, snow, ice, carpet, plaster,
// cardboard, plastic_barrel, Plastic_Box, plastic, item, floatingstandable, sand, rubber,
// rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front,
// slidingrubbertire_rear, glassbottle, pottery, grenade, canister, metal_barrel,
// floating_metal_barrel, plastic_barrel_buoyant, roller, popcan, paintcan, paper, papercup,
// ceiling_tile, weapon, default_silent, player, player_control_clip, no_decal, foliage

// scripts/surfaceproperties_hl2.txt
// metalvehicle, crowbar, antlionsand, metal_seafloorcar, gunship, strider, antlion, combine_metal, combine_glass, zombieflesh



{
   // Sprite
//   "$spriteorientation" "vp_parallel"      // Not sure what this should be. Some sprites also have "_oriented" on the end
//   "$spriteorigin" "[ 0.50 0.50 ]"         // Defines the point that it rotates around. 0-1 [ X Y ]
//   "$ignorez" "1"               // Does not tilt vertically. Used mainly for flames.

   // Main
   "$basetexture" ""            // The primary texture
//   "$Texture2" ""               // The secondary texture in "twotexture"-type shaders
   "$surfaceprop" "concrete"         // Defines the gib types and impact sounds of the material.
   "%keywords" "DeathByNukes,BlackMesa,Xen"   // Used for the Keyword sorting in Hammer. Keywords seperated with commas.

   // Bump Map
//   "$bumpmap" ""               // Defines normal vectors for lighting purposes and for envmap distortion
   "$bumpframe"               // frame number for $bumpmap
   "$bumptransform"            // texcoord transform

   // Environment Map
//   "$envmap" "env_cubemap"            // Use nearest env_cubemap for reflection.
//   "$envmapframe" 0            // frame number for $envmap
//   "$envmapmask" ""            // environment map mask
//   "$envmapmaskframe" 0            // frame number for $envmapmask
//   "$normalmapalphaenvmapmask" 1         // Masks the envmap according to the alpha channel of the normal map
//   "$envmapcontrast" 1            // contrast 0 == normal 1 == color*color
//   "$envmapsaturation" 1
//   "$envmaptint" "[ .56 .56 .56 ]"         // Scales the red, green, and blue components of the envmap.



   "$envmapmasktransform"            // texcoord transform..center .5 .5 scale 1 1 rotate 0 translate 0 0



   // Miscellaneous Useful Attributes

//   "$additive" 1               // Makes the texture transparent according to darkness. (black = fully transparent)
//   "$translucent" 1            // Makes the texture transparent according to the alpha channel.
//   "$nocull" 1
//   "$nodecal" "1"
//   "$no_fullbright" 1            // Used mainly in VGUI textures
//   "$selfillum" 1

   // Miscellaneous Attributes





//   "Proxies"
//   {

//      "AnimatedTexture"
//      {
//         "animatedTextureVar" "$basetexture"
//         "animatedTextureFrameNumVar" "$frame"
//         "animatedTextureFrameRate" "10"
//      }

//      "TextureScroll"
//      {
//         "texturescrollvar" "$basetexturetransform"
//            "texturescrollvar" "$texture2transform"
//         "texturescrollrate" 1
//         "texturescrollangle" 0
//      }








   "empty"
   { //START EMPTY





   "$mode"
   "$selfillumtint" [1 1 1]         // self-illumination tint..[1 1 1]
   "$detail" ""               // detail texture (used frequently in HL:S)
   "$detailframe" 0            // frame number for $detail
   "$detailscale" 1            // scale of the detail texture


   "$envmapcontrast"            // contrast 0 == normal 1 == color*color
   "$envmapsaturation"            // saturation 0 == greyscale 1 == normal
   "$fresnelreflection"            // full fresnel
   "$nodiffusebumplighting"         // 0 == use diffuse bump lighting, 1 = no diffuse bump lighting
   "$parallaxmap"               // Simulates 3D Surface. Currently unavailable in Source/HL2.
   "$parallaxmapscale"            // See http://developer.valvesoftware.com/wiki/Creating_Parallax_Maps
   "$parallaxmapbias"            //    for more information on Parallax Maps.
   "$parallaxmap2"
   "$parallaxmapscale2"
   "$parallaxmapbias2"
   "$bumpmap2"               // Used for the WorldVertexTransition shader.
   "$bumpframe2"               // frame number for $bumpmap2
   "$basetexture2"               // Used for the WorldVertexTransition shader.
   "$frame2"               // frame number for $basetexture2
   "$basetexturenoenvmap"            // use environment maps?
   "$basetexture2noenvmap"            // use environment maps?
   "$detail_alpha_mask_base_texture"      // if this is 1, then when detail alpha=0, no base texture is blended and when detail alpha=1, you get detail*base*lightmap
   "$refractamount"            // refraction amount
   "$refracttint"               // refraction tint
   "$normalmap"               // normal map
   "$time"
   "$bluramount"               // 0, 1, or 2 for how much blur you want
   "$fadeoutonsilhouette"            // 0 for no fade out on silhouette, 1 for fade out on sillhouette
   "$refracttinttexture"            // texture to use for tinting refraction
   "$refracttinttextureframe"         // frame number for $refracttinttexture
   "$nowritez"               // 0 == write z, 1 = no write z
   "$unlitfactor"               // 0.0 == multiply by lightmap, 1.0 == multiply by 1
   "$refracttexture"            // refraction texture
   "$reflectamount"            // reflection amount (multiplier?)
   "$reflecttint"               // reflection tint
   "$scale"               // scale [x y]
   "$waterdepth"               // water depth
   "$cheapwaterstartdistance"         // this is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader
   "$cheapwaterenddistance"         // this is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader
   "$fogcolor"               // fog color (underwater fog?)
   "$forcecheap"               // force "cheap" water
   "$forceexpensive"            // force "expensive" water
   "$reflectentities"            // reflect entities?
   "$fogstart"               // this is the distance from the eye in inches that the fog should start to appear
   "$fogend"               // this is the distance from the eye in inches that the fog should become opaque
   "$abovewater"               // ??? (render top water texture?)
   "$reflectblendfactor"            // how much the reflection should blend
   "$nofresnel"               // do not use fresnel reflections
   "$nolowendlightmap"            // use high end light map
   "$fogcolor"               // which color the fog should be [1 1 1]
   "$flashlight"               // 1 = flashlight texture?
   "$flashlighttexture"            // flashlight spotlight shape texture
   "$flashlighttextureframe"         // frame number for $flashlighttexture
   "$albedo"               // albedo (base texture with no baked lighting)      <##Interesting##<
   "$basetexturetransform"            // base texture texcoord transform
   "$frame"               // animation frame
   "$basetexture"               // base texture with lighting built in
   "$alpha"               // alpha 0-1 decimal (like opacity)
   "$color"               // color [ 1 1 1 ]
   "$flags_defined2"            // flags2_defined
   "$flags2"               // flags2
   "$flags_defined"            // flags_defined
   "$flags"               // flags





"patch"
{
   "include"      "materials/COMPUTERS/SIDEPANEL1.vmt"
   "replace"
   {
      "$envmap"      "maps/dev_lab/c-160_-160_-288"
   }
}


   } //END EMPTY





//   }
}


And a little fun:

REFLECTIVE FLOOR!
Code:
"Water"
{
"%compilewater" 1
"$forceexpensive" 1
"$reflecttexture" "_rt_WaterReflection"
//optional stuff
// "$reflecttint" "[1 1 1]"
// "$reflectentities" 1
}

Thank you so much man!
this will help ALOT