shader_body2
{
	layer0
	{
		map=gradient.tga
		texgen_s=sphere_map
		texgen_t=sphere_map
		emission=1. 1. 1. 1.
	}
	layer1
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		shininess=10
		specular=0.75 0.75 0.75
		blendfunc=filter
	}
	layer2
	{
		map=body2.tga
		blendfunc=one src_alpha
	}
}

;---------------------------------------------------------------------------------

shader_fenix2
{
  layer0
  {
    map=fenix2.tga
  }
}
shader_sw_tex
{
  layer0
  {
    map=body_mold.tga
  }
}
shader_lights
{
  layer0
  {
    map=lights.tga
  }
}
shader_salon
{
  layer0
  {
    map=salon.tga
  }
}
shader_sid
{
  layer0
  {
    map=sid.tga
  }
}
shader_kov
{
  layer0
  {
    map=kov.tga
  }
}
shader_salon2
{
  layer0
  {
    map=salon.tga
  }
}
shader_speed
{
  layer0
  {
    map=speed.tga
  }
}
shader_bl
{
  layer0
  {
    map=bl.tga
  }
}
shader_gr
{
  layer0
  {
    map=gr.tga
  }
}
shader_other
{
  layer0
  {
    map=other.tga
  }
}
shader_dno
{
  layer0
  {
    map=dno.tga
  }
}
shader_plate
{
  layer0
  {
    map=plate.tga
  }
}
shader_bpm
{
  layer0
  {
    map=bpm.tga
  }
}
shader_eng1
{
  layer0
  {
    map=eng1.tga
  }
}
shader_dvi2
{
  layer0
  {
    map=dvi2.tga
  }
}
shader_metal
{
  layer0
  {
    map=metal.tga
  }
}
shader_gaz3309_mus2
{
  layer0
  {
    map=gaz3309_mus2.tga
  }
}
shader_red2
{
  layer0
  {
    map=red2.tga
  }
}
shader_goodyear
{
  layer0
  {
    map=goodyear.tga
	mipmap=0
  }
}
shader_spc_logo
{
  layer0
  {
    map=spc_logo.tga
  }
}
shader_body
{
  layer0
  {
    map=body_mold.tga
  }
}

;---------------------------------------------------------------------------------

shader_chrome
{
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
      shininess=42
      specular=1 1 1 1
  }
  layer1
  {
    map=gr2.tga
    blendfunc=one src_alpha
  shininess=35
  specular=0.76 0.75 0.74
  }
}

;---------------------------------------------------------------------------------

shader_glass
{
  sort_offset=1
  layer0
  {
   map=glass.tga
   blendfunc=blend
   mipmap=0
   depthwrite=0
  }
  layer1
  {
   map=$trackenvmap
   texgen_s=reflection_map
   texgen_t=reflection_map
   texgen_r=reflection_map
   blendfunc=src_color one
   depthwrite=0
   shininess=55
   specular=0.55 0.55 0.55
  }
}

shader_lights_on
{
  layer0
  {
    map=lights_on.tga
    ambient=1.0 1.0 1.0
    diffuse=1.0 1.0 1.0 ;ambient and diffuse to make sure it's lit correctly
    emission=2.0 2.0 2.0 ;this makes the texture glow
  }
}
shader_red2_brake
{
  layer0
  {
    map=red2_brake.tga
    ambient=1.0 1.0 1.0
    diffuse=1.0 1.0 1.0 ;ambient and diffuse to make sure it's lit correctly
    emission=3.0 3.0 3.0 ;this makes the texture glow
  }
}
shader_red2_on
{
  layer0
  {
    map=red2_on.tga
    ambient=1.0 1.0 1.0
    diffuse=1.0 1.0 1.0 ;ambient and diffuse to make sure it's lit correctly
    emission=3.0 3.0 3.0 ;this makes the texture glow
  }
}