;
; Vertex/fragment shader templates
;
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}

vf_reflect_spec
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_glass
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_chrome
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}

vf_detail_bump
{ 
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    ;file=cg/dyn_standard_bump_detail_v.cg
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    ;file=cg/dyn_standard_bump_detail_f.cg
    file=dyn_standard_reflect_f.cg
  }
}

vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

vf_heat
{
;Brake disc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_brakeheat_f.cg
  }
}

vf_standard_spec
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
shader_karoseria~vf_reflect
{
cast_shadow=1
cull=none
compression=0
reflect=0.5
  diffuse=0.13 0.13 0.14 1
  ambient=0.05 0.05 0.05 1
  specular=0.6 0.58 0.62 1
shininess=24
fresnel
{
bias=0.05
power=2.0
scale=1.0
}
layer0
{
map=karoseria.tga
}
layer1
{
map=$trackenvmap
}
}
shader_szyby~vf_reflect_window
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
cast_shadow=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.85
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_1~vf_reflect_window
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
cast_shadow=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.85
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=1.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lamp~vf_reflect_window
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
cast_shadow=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.85
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lamp.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_srebrne~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=srebrne.tga
}
layer1
{
map=$trackenvmap
}
}
shader_mirror
{
cast_shadow=1
layer0
{
map=$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
}
}
shader_czarne~vf_standard
{ 
cast_shadow=1
  layer0
  {
    map=czarne.tga
  }
}
shader_vehiclelights128~vf_standard
{ 
cast_shadow=1
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_skora~vf_standard
{ 
cast_shadow=1
  layer0
  {
    map=skora.tga
  }
}
shader_wood~vf_standard
{
cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wood.tga
  }
}
shader_logox~vf_standard
{
cast_shadow=1
  layer0
  {
    map=logox.tga
  }
}
shader_logow~vf_standard
{
cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=logow.tga
  }
}
shader_engine~vf_standard
{
cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=engine.tga
  }
}
shader_vehiclelightson128~vf_standard
{
	sort_offset=1
  layer0
  {
	map=vehiclelightson128.tga
    emission=200 200 200 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}