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

vf_reflect
{
  cast_shadow=1
  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_bump_speca
{
  ; 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_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}

vf_bump
{
  cast_shadow=1
  compression=0
  tangents=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_chrome
{
  reflect=2.9
  shininess=40
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=0.25 0.25 0.25 1
  mipmap_bias=4
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  cast_shadow=1
  compression=0
  tangents=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

vf_bump_reflect
{
  cast_shadow=1
  compression=0
  tangents=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}
;body-----------------------------------------------------------------------------

shader_bodycolor~vf_reflect
{
  cast_shadow=1
tangents=1
compression=1
reflect=0.2
diffuse=0.75 0.75 0.75 1
ambient=0.6 0.6 0.6 1
shininess=16
specular=0.75 0.75 0.75 1
fresnel
 {
   bias=0.1
   power=3.0
   scale=0.9
 }
layer0
 {
  map=bodycolor.tga
 }
layer1
 {
  map=$trackenvmap
 }
}
shader_emblem~vf_reflect
{
  cast_shadow=1
tangents=1
compression=1
reflect=0.2
diffuse=0.75 0.75 0.75 1
ambient=0.6 0.6 0.6 1
shininess=16
specular=0.75 0.75 0.75 1
fresnel
 {
   bias=0.1
   power=3.0
   scale=0.9
 }
layer0
 {
  map=emblem.tga
 }
layer1
 {
  map=$trackenvmap
 }
}
shader_vehiclegrunge_iv~vf_reflect
{
  cast_shadow=1
tangents=1
compression=1
reflect=0.2
diffuse=0.75 0.75 0.75 1
ambient=0.6 0.6 0.6 1
shininess=16
specular=0.75 0.75 0.75 1
fresnel
 {
   bias=0.1
   power=3.0
   scale=0.9
 }
layer0
 {
  map=vehiclegrunge_iv.tga
 }
layer1
 {
  map=$trackenvmap
 }
}

shader_inte~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=inte.tga
   }
layer1
 {
   map=$trackenvmap
 }
}
shader_grille~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=grille.tga
   }
layer1
 {
   map=$trackenvmap
 }
}

shader_chassis~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=chassis.tga
   }
layer1
 {
   map=$trackenvmap
 }
}
shader_engine~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=engine.tga
   }
layer1
 {
   map=$trackenvmap
 }
}

shader_mwnum~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=mwnum.tga
   }
layer1
 {
   map=$trackenvmap
 }
}

shader_numberplate~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=numberplate.tga
   }
layer1
 {
   map=$trackenvmap
 }
}
;windows--------------------------------------------------------------------------

shader_windows~vf_glass

{
sort_offset=1
reflect=0.57
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=windows.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
;wheels--------------------------------------------------------------------------

shader_brakepad~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=brakepad.tga
   }
layer1
 {
   map=$trackenvmap
 }
}
shader_brakedisk~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
 layer0
 {
  map=brakedisk.tga
   }
layer1
 {
   map=$trackenvmap
 }
}
shader_rim~vf_reflect
{
  cast_shadow=1
tangents=1
compression=1
reflect=0.2
diffuse=0.75 0.75 0.75 1
ambient=0.6 0.6 0.6 1
shininess=16
specular=0.75 0.75 0.75 1
fresnel
 {
   bias=0.1
   power=3.0
   scale=0.9
 }
layer0
 {
  map=rim.tga
 }
layer1
 {
  map=$trackenvmap
 }
}
;brakes&lights-----------------------------------------------------------------------


shader_vehiclelights_on~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=vehiclelights_on.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_inte_on~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=inte_on.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_3on~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=3_on.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_3~vf_reflect
{
  cast_shadow=1
tangents=1
compression=1
reflect=0.2
diffuse=0.75 0.75 0.75 1
ambient=0.6 0.6 0.6 1
shininess=16
specular=0.75 0.75 0.75 1
fresnel
 {
   bias=0.1
   power=3.0
   scale=0.9
 }
layer0
 {
  map=3.tga
 }
layer1
 {
  map=$trackenvmap
 }
}
