shader_body
{
        cast_shadow=1
	layer0
	{
		map=gradient.tga
		texgen_s=sphere_map
		texgen_t=sphere_map
		emission=0. 0. 0. 0.
	}
	layer1
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		shininess=1
		specular=0.5 0.5 0.5 0.5
		blendfunc=filter
	}
	layer2
	{
		map=karoseria.tga
		blendfunc=one src_alpha
	}
}
shader_glass
{
   sort_offset=5
   layer0
   {
    map=fresnel2.tga
    alphafunc=greater 100000
    blendfunc=blend
    depthwrite=1
   }
   layer1
   {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one_minus_src_color
    depthwrite=0
   }
   layer2
   {
    map=windows.tga
    alphafunc=notequal 143 
    blendfunc=src_alpha one_minus_src_alpha
    depthwrite=0
   }
}
shader_szklo
{
   sort_offset=5
   layer0
   {
    map=fresnel2.tga
    alphafunc=greater 100000
    blendfunc=blend
    depthwrite=1
   }
   layer1
   {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one_minus_src_color
    depthwrite=0
   }
   layer2
   {
    map=szklo.tga
    alphafunc=notequal 143 
    blendfunc=src_alpha one_minus_src_alpha
    depthwrite=0
   }
}
shader_sticker1
{
  layer0
  {
    ;depthwrite=0
    map=sticker1.tga
    blendfunc=blend
  }
  layer1
  {
    ;depthwrite=0
    texenv=replace
    map=fresnel2.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    blendfunc=one dst_alpha
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    depthwrite=0
  }
}
shader_badge
{
  cast_shadow=1
  layer0
  {
    map=interior_lod0.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_nodamage
{
  cast_shadow=1
  layer0
  {
    map=nodamage.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_napis
{
  cast_shadow=1
  layer0
  {
    map=digital.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_undercarriage
{
  cast_shadow=1
  layer0
  {
    map=undercarriage.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_baer
{
  cast_shadow=1
  layer0
  {
    map=baer.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_baer1
{
  cast_shadow=1
  layer0
  {
    map=baer1.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_black
{
  cast_shadow=1
  layer0
  {
    map=black.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_digital_gauge
{
  cast_shadow=1
  layer0
  {
    map=digital.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_ramka
{
  cast_shadow=1
  layer0
  {
    map=ramka.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_rej
{
  cast_shadow=1
  layer0
  {
    map=rej.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_reflector
{
  cast_shadow=1
  layer0
  {
    map=lights.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_rim
{
  cast_shadow=1
  layer0
  {
    map=wheel.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_tire
{
  cast_shadow=1
  layer0
  {
    map=tireA0.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_mirror
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}
shader_lightsin
{
  sort_offset=1
  layer0
    {
       map=lightsin.tga
       blendfunc=blend
       texenv=replace
       emission=1 1 1 1
    }
}
shader_lights
{
  sort_offset=1
  layer0
    {
       map=lightson.tga
       blendfunc=blend
       texenv=replace
       emission=500 500 500 1
    }
}
shader_brakes
{
  sort_offset=1
  layer0
    {
       map=lightson.tga
       blendfunc=blend
       texenv=replace
       emission=250 250 250 1
    }
}
shader_re
{
  sort_offset=1
  layer0
    {
       map=lightson.tga
       blendfunc=blend
       texenv=replace
       emission=200 200 200 1
    }
}