vf_reflect
{
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_reflect_bump_c
{
  cast_shadow=1
  tangents=1
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f_spec.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_standard_harmonie_1
{
  ambient=0.15 0.15 0.15
  diffuse=0.07 0.07 0.07
  specular=0.05 0.05 0.05
  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
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
shader_karoseria~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=1
	reflect=0.4
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.1
		power=1.5
		scale=2.0
	}
	layer0
	{
		map=karoseria.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_rant~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.05
  shininess=48
  specular=0.6 0.6 0.6 0
  diffuse=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.2
    power=1.0
    scale=0.9
  }
	layer0
	{
		map=rant.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
;----------------------------Wnetrze-bump------------------------------------

shader_interior_lod0~vf_bump
{
  specular=0.14 0.14 0.14
  shininess=23
  layer0
  {
    map=interior_lod0.tga
  }
  layer1
  {
    map=interior_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_interior_lod2~vf_bump
{
  specular=0.14 0.14 0.14
  shininess=23
  layer0
  {
    map=interior_lod2.tga
  }
  layer1
  {
    map=interior2_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_inter1~vf_bump
{
  specular=0.14 0.14 0.14
  shininess=23
  layer0
  {
    map=inter1.tga
  }
  layer1
  {
    map=inter1_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_rej~vf_bump
{
  specular=0.58 0.58 0.58
  shininess=46
  layer0
  {
    map=rej.tga
  }
  layer1
  {
    map=rej_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
;---------------------------------------------------------------------------------
shader_lights~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.4
	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=$trackenvmap
	}
}
shader_nodamage~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.4
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=nodamage.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_black~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.4
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=black.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_vehiclelights128~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.4
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=vehiclelights128.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_grill~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=grill.tga
  }
}
shader_undercarriage~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=undercarriage.tga
  }
}
shader_0xb966da0a~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=0xb966da0a.tga
  }
}
shader_ex~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ex.tga
  }
}
shader_medal~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=medal.tga
  }
}
shader_sub_wrx_sti_06_engine~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=sub_wrx_sti_06_engine.tga
  }
}
shader_metal~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=aluminium.tga
  }
}
shader_aluminium~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=aluminium.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_vr6_1~vf_reflect
{
cast_shadow=0
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.2 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=vr6_1.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}

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

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


shader_szyby~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=szyby.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_svete6ti [spec]~vf_reflect
{
cast_shadow=1
sort_offset=1
reflect=0.4
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=svete6ti.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}


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



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

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_svete6ti_on~vf_lumieres
{
  shininess=48
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=10 10 10 0
  emission=130 130 130 0 0
  layer0
  {
    map=svete6ti_on.tga
    blendfunc=blend
  }
}
shader_vehiclelights128on~vf_lumieres
{
  shininess=56
  specular=1 1 1 1
  diffuse=30 30 30 0
  ambient=60 60 60 0
  emission=280 280 280 0 0
  layer0
  {
    map=vehiclelights128on.tga
    blendfunc=blend
  }
}
shader_xenon~vf_lumieres
{
  shininess=112
  specular=1 1 1 1
  diffuse=90 90 90 0
  ambient=90 90 90 0
  emission=980 980 980 0 0
  layer0
  {
    map=vehiclelights128on.tga
    blendfunc=blend
  }
}
shader_angelon~vf_lumieres
{
  shininess=56
  specular=1 1 1 1
  diffuse=20 20 20 0
  ambient=20 20 20 0
  emission=680 680 680 0 0
  layer0
  {
    map=angelon.tga
    blendfunc=blend
  }
}
shader_jvc_on~vf_lumieres
{
  shininess=56
  specular=1 1 1 1
  diffuse=20 20 20 0
  ambient=20 20 20 0
  emission=80 80 80 0 0
  layer0
  {
    map=jvc_on.tga
    blendfunc=blend
  }
}
shader_re~vf_emission
{
  layer0
    {
       map=vehiclelights128on.tga
       blendfunc=add
       texenv=replace
       emission=400 400 400 1
    } 
}
shader_stop~vf_emission
{
  shininess=126
  specular=1 1 1 1
  diffuse=90 90 90 0
  ambient=90 90 90 0
  layer0
    {
       map=vehiclelights128on.tga
       blendfunc=add
       texenv=replace
       emission=800 800 800 1
    } 
}
shader_mag_vg~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=18
  layer0
  {
    map=mag_vg.tga
  }
  layer1
  {
    map=mag_vg_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_tire_all~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=18
  layer0
  {
    map=tire_all.tga
  }
  layer1
  {
    map=tire_all_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_tarcz
{
  layer0
  {
    map=tarcz.tga
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
}