; Vertex/fragment shader templates
;
{
  ; Specular control using the diffuse's alpha channel
  vertex_shader
  {
    file=dyn_standard_bump_speca_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_speca_f.cg
  }
}
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_bump
{
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    ;file=dyn_standard_reflect_v.cg
    ;file=dyn_standard_bump_speca_v.cg
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    ;file=dyn_standard_reflect_f.cg
    ;file=dyn_standard_bump_speca_f.cg
    file=dyn_standard_bump_reflect_f.cg
  }
}
vf_reflect_window
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
shader_buda~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=body.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_metal~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=metal.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_uszczelki~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=uszczelki.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_swiatla~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=lights.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_windows~vf_reflect
{
cast_shadow=0
;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=windows.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_szybatylna~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szybatylna.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_klosze~vf_reflect
{
cast_shadow=0
;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=klosze.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_chrome~vf_reflect
{
cast_shadow=0
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.2 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=chrome.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=czarne.tga
  }
}
shader_podwozie~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=undercarriage.tga
  }
}
shader_ramka1~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ramka1.tga
  }
}
shader_ramka2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ramka2.tga
  }
}
shader_przyciski~vf_standard
{
 cast_shadow=0
 layer0
   {
     map=przyciski.tga
     blendfunc=src_alpha one_minus_src_alpha
     mipmap=0
     depthwrite=0
   }
}
shader_przyciskiswheel~vf_standard
{
 cast_shadow=0
 layer0
   {
     map=przyciskiswheel.tga
     blendfunc=src_alpha one_minus_src_alpha
     mipmap=0
     depthwrite=0
   }
}
shader_znaczki~vf_standard
{
 cast_shadow=0
 layer0
   {
     map=znaczki.tga
     blendfunc=src_alpha one_minus_src_alpha
     mipmap=0
     depthwrite=0
   }
}
shader_wskazowki~vf_standard
{
 cast_shadow=0
 layer0
   {
     map=wskazowki.tga
     blendfunc=src_alpha one_minus_src_alpha
     mipmap=0
     depthwrite=0
   }
}
shader_fotele~vf_bump
{
  shininess=128
  cast_shadow=0
  specular=0.03 0.03 0.03 1
  tangents=1
  layer0
  {
    map=fotele.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=fotele_bump.tga
  }
}
shader_wnetrze~vf_bump
{
  shininess=128
  cast_shadow=0
  specular=0.03 0.03 0.03 1
  tangents=1
  layer0
  {
    map=interior_lod0.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=interior_lod0_bump.tga
  }
}
shader_wnetrze2~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=wnetrze2.tga
  }
}
shader_podsufitka~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=podsufitka.tga
  }
}
shader_deska~vf_bump
{
  shininess=128
  cast_shadow=0
  specular=0.03 0.03 0.03 1
  tangents=1
  layer0
  {
    map=deska.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=deska_bump.tga
  }
}
shader_wykladzina~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=wykladzina.tga
  }
}
shader_liczniki~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=liczniki.tga
  }
}
shader_komputer~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=komputer.tga
  }
}
shader_komputer2~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=komputer2.tga
  }
}
shader_tablica~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=122
  motion_blur=0
  tangents=1
  layer0
  {
    map=tablica.tga
  }
  layer1
  {
    map=tablica_bump.tga
    mode=linear
  }
}
shader_felga~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=felga.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_opona~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.03 0.03 0.03 1
  tangents=1
  layer0
  {
    map=opona.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=opona_bump.tga
  }
}
shader_tarcza~vf_bump
{
  cast_shadow=0
  reflect=0
  specular=0.3 0.3 0.3
  shininess=122
  motion_blur=0
  tangents=1
  layer0
  {
    map=tarcza.tga
  }
  layer1
  {
    map=tarcza_bump.tga
    mode=linear
  }
}
shader_zacisk~vf_bump
{
  cast_shadow=0
  reflect=0
  specular=0.3 0.3 0.3
  shininess=122
  motion_blur=0
  tangents=1
  layer0
  {
    map=zacisk.tga
  }
  layer1
  {
    map=zacisk_bump.tga
    mode=linear
  }
}
shader_lights1~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights1.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_lights2~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights2.tga
       blendfunc=add
       ;texenv=replace
       emission=25 25 25 1
    }
}
shader_lights3~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights3.tga
       blendfunc=add
       ;texenv=replace
       emission=25 25 25 1
    }
}
shader_lights4~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights4.tga
       blendfunc=add
       ;texenv=replace
       emission=25 25 25 1
    }
}
shader_lights5~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights5.tga
       blendfunc=add
       ;texenv=replace
       emission=25 25 25 1
    }
}
shader_migacze~vf_standard
{
  sort_offset=1
  layer0
    {
       map=migacze.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_brakes~vf_standard
{
  sort_offset=1
  layer0
    {
       map=brakes.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_wsteczny~vf_standard
{
  sort_offset=1
  layer0
    {
       map=wsteczny.tga
       blendfunc=add
       ;texenv=replace
       emission=350 350 350 1
    }
}
shader_mirror
{
  cast_shadow=1
  layer0
  {
    map=$mirror
    texscale_s=1
    texscale_r=1
    texscale_t=1
    diffuse=0.015 0.015 0.015 1
    ambient=0.015 0.015 0.015 1
  }
}