vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
;SHADER DEFINITIONS
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}

---------------------------------------------------------------------

shader_karoseria~vf_reflect
{
 cast_shadow=1
 reflect=0.300
 diffuse=0.021 0.052 0.054 1
 ambient=0.021 0.052 0.054 1
 specular=0.021 0.052 0.054 1
 shininess=7
 mipmap_bias=1
 fresnel
 {
  bias=0.06
  scale=0.98
  power=2
 }
 layer0
 {
  map=karoseria.tga
 }
 layer1
 {
  map=$trackenvmap
 }
}
shader_karoseria2~vf_reflect
{
 cast_shadow=1
 reflect=0.3
 diffuse=0.142 0.018 0.020 1
 ambient=0.142 0.018 0.020 1
 specular=0.142 0.018 0.020 1
 shininess=7
 mipmap_bias=1
 fresnel
 {
  bias=0.06
  scale=0.98
  power=2
 }
 layer0
 {
  map=karoseria2.tga
 }
 layer1
 {
  map=$trackenvmap
 }
}
shader_chrom~vf_reflect
{
  reflect=0.3
  shininess=15
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=chrom.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_plastiki~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=plastiki.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_rej~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=rej.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_plastiki2~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=plastiki2.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_plastiki3~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=plastiki3.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_podwozie~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=podwozie.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_wycieraczki~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=wycieraczki.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_klosze~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=klosze.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_przyciski~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=przyciski.tga
  }
}
shader_wnetrze~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wnetrze.tga
  }
}
shader_cb~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=cb.tga
  }
}
shader_pulpit3~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pulpit3.tga
  }
}
shader_kierownica~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=kierownica.tga
  }
}
shader_fotele~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fotele.tga
  }
}
shader_fotele2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fotele2.tga
  }
}
shader_pulpit~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pulpit.tga
  }
}
shader_wyswietlacze~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wyswietlacze.tga
  }
}
shader_plastikiwnetrze~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastikiwnetrze.tga
  }
}
shader_inter~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=inter.tga
  }
}
shader_radio~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=radio.tga
  }
}
shader_liczniki2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=liczniki2.tga
  }
}
shader_liczniki~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=liczniki.tga
  }
}
shader_przciski~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=przyciski.tga
  }
}
shader_sufit~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=sufit.tga
  }
}
shader_pulpit2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pulpit2.tga
  }
}
shader_el~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=el.tga
  }
}
shader_podloga~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=podloga.tga
  }
}
shader_szyby~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_wlepa~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=wlepa.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_szyby3~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.1
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=szyby3.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lampytyl~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lampytyl.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_128~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=128.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lampytyl2~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lampytyl2.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_kierunki~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=kierunki.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lampy~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lampy.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_felga~vf_reflect
{
 cast_shadow=1
 layer0 
 {
  map=felga.tga
  reflect=0.2
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_felga2~vf_reflect
{
 cast_shadow=1
 layer0 
 {
  map=felga2.tga
  reflect=0.2
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_opona~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=opona.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_tarcza~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=tarcza.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_preto~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=preto.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_mirror~vf_standard
{    
  diffuse=0.1 0.1 0.1
  layer0
   {
     map=$mirror
;     texscale_s=1
;     texscale_r=1
;     texscale_t=1
;     emission=0.3 0.3 0.3 1
   }
}
shader_128on~vf_standard
{
 sort_offset=1
 layer0
  {
    map=128on.tga
    blendfunc=add
    ;texenv=replace
    emission=35 35 35 1
  }
}
shader_klosze2~vf_standard
{
 sort_offset=1
 layer0
  {
    map=klosze2.tga
    blendfunc=add
    ;texenv=replace
    emission=75 75 75 1
  }
}
shader_128stop~vf_standard
{
 sort_offset=1
 layer0
  {
    map=128stop.tga
    blendfunc=add
    ;texenv=replace
    emission=250 250 250 1
  }
}
shader_interon~vf_standard
{
 sort_offset=1
 layer0
  {
    map=interon.tga
    blendfunc=add
    ;texenv=replace
    emission=10 10 10 1
  }
}
shader_licznikion~vf_standard
{
 sort_offset=1
 layer0
  {
    map=licznikion.tga
    blendfunc=add
    ;texenv=replace
    emission=15 15 15 1
  }
}
shader_przyciskion~vf_standard
{
 sort_offset=1
 layer0
  {
    map=przyciskion.tga
    blendfunc=add
    ;texenv=replace
    emission=10 10 10 1
  }
}
shader_radioon~vf_standard
{
 sort_offset=1
 layer0
  {
    map=radioon.tga
    blendfunc=add
    ;texenv=replace
    emission=10 10 10 1
  }
}
shader_wyswietlaczeon~vf_standard
{
 sort_offset=1
 layer0
  {
    map=wyswietlaczeon.tga
    blendfunc=add
    ;texenv=replace
    emission=15 15 15 1
  }
}
shader_doorlight~vf_standard
{
 sort_offset=1
 layer0
  {
    map=doorlight.tga
    blendfunc=blend
    ;texenv=replace
    emission=5 5 5 1
  }
}