vf_reflect
{
	cast_shadow=1
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump_reflect
{
  cast_shadow=1
  compression=0
  tangents=1
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}
vf_bump
{ 
reflect=0
cast_shadow=1
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

vf_heat
{
;Brake disc heat shader
  vertex_shader
  {
    file=cg/dyn_standard_v.cg
  }
  fragment_shader
  {
    file=cg/standard_brakeheat_f.cg
  }
}
vf_windows
{
cast_shadow=1
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.5
  }
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_lumieres
{
  shininess=13
  specular=0 0 0 0
  ambient=1.0 1.0 1.0 0
  diffuse=1.0 1.0 1.0 0
  emission=2 2 2 2
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_body
{
	cast_shadow=1
	tangents=1
	compression=0
	reflect=1.0
	cull=back
	diffuse=0.180 0.150 0.045 1
	ambient=0.180 0.150 0.045 1
	specular=0.280 0.250 0.230 1
	shininess=14
	fresnel
	{
		bias=0.2
		scale=0.2
		power=2
	}
	; Just reflection
	vertex_shader
	{
		file=dyn_standard_reflect_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_reflect_f.cg
	}
}
shader_couleur~vf_body
;                               Carrosserie
{
	layer0
	{
		map=textures/blanc.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_pc~vf_body
{
	shininess=14
	reflect=0.00
	specular=0.005 0.005 0.005
	ambient=0.008 0.008 0.008
	diffuse=0.008 0.005 0.008
	layer0
	{
		map=textures/blanc.tga
  }
}
shader_coque_retros~vf_body
{
	; shininess=14
	; reflect=0.00
	; specular=0.005 0.005 0.005
	; ambient=0.008 0.008 0.008
	; diffuse=0.008 0.005 0.008
	layer0
	{
		map=textures/blanc.tga
  }
}
shader_poignes~vf_body
{
	; shininess=14
	; reflect=0.00
	; specular=0.005 0.005 0.005
	; ambient=0.008 0.008 0.008
	; diffuse=0.008 0.005 0.008
	layer0
	{
		map=textures/blanc.tga
  }
}
shader_poigne_coffre~vf_body
{
	shininess=14
	reflect=0.00
	specular=0.005 0.005 0.005
	ambient=0.008 0.008 0.008
	diffuse=0.008 0.005 0.008
	layer0
	{
		map=textures/blanc.tga
  }
}
shader_noir~vf_standard
{
	shininess=20
	specular=0.010 0.010 0.010
	ambient=0.014 0.014 0.014
	diffuse=0.014 0.014 0.014
	cull=none
	layer0
	{
		map=textures/blanc.tga
  }
}
shader_solid~vf_standard
{
	shininess=20
	specular=0.000 0.000 0.000
	ambient=0.000 0.000 0.000
	diffuse=0.000 0.000 0.000
	cull=none
	layer0
	{
		map=textures/blanc.tga
  }
}
shader_texture1~vf_bump
{
	tangents=1
	reflect=0
	compression=0
	ambient=0.70 0.70 0.70
	diffuse=0.70 0.70 0.70
	specular=0.03 0.03 0.03
	shininess=22
	layer0
	{
		map=textures/pneu512.tga
	}
	layer1
	{
		map=textures/pneu512_bump.tga
		mode=linear
		mipmap_lod_bias=-1
	}
}
shader_exterieur~vf_bump_reflect
{
  sort_offset=-99
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
  }
  layer1
  {
    map=textures/exterieur_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=1
    depthwrite=1
  }
  layer2
  {
    map=$trackenvmap
    depthwrite=1
  }
  layer3
  {
    map=textures/exterieur_spec.tga
    depthwrite=1
  }
}
shader_exterieur_trans~vf_bump_reflect
{
  sort_offset=-99
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
    ; depthwrite=1
  }
  layer1
  {
    map=textures/exterieur_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=1
    depthwrite=1
  }
  layer2
  {
    map=$trackenvmap
    depthwrite=1
  }
  layer3
  {
    map=textures/exterieur_spec.tga
    depthwrite=1
  }
}
shader_clignos~vf_reflect
{
	cull=none
	sort_offset=118
	shininess=15
    specular=0.24 0.070 0.001
	ambient=0.240 0.070 0.001
	diffuse=0.240 0.070 0.001
	;specular=0.10 0.10 0.10
	;ambient=0.50 0.50 0.50
	;diffuse=0.50 0.50 0.50
	reflect=0.05
	layer0
	{
		map=textures/lights.tga
		blendfunc=blend
		depthwrite=0
	}
	layer1
	{
		map=$trackenvmap
		depthwrite=0
	}
}
shader_chrome~vf_reflect
{
  reflect=0.15
  ambient=0.20 0.20 0.20 0.20
  diffuse=0.50 0.50 0.50 0.00
  specular=0.45 0.45 0.45 0.00
  shininess=12
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=textures/blanc.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_vitres~vf_windows
{
  sort_offset=111
  reflect=1
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_pare_brise~vf_windows
{
  sort_offset=111
  reflect=1.00
  diffuse=1.288 1.078 3.178
  ambient=0.950 0.700 1.250
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_plaques~vf_standard
{
	cull=none
	shininess=25
    specular=0.01 0.01 0.01 1
	layer0
	{
		map=textures/plaques.tga
		blendfunc=blend
	}
}
shader_interieur~vf_standard
{
	cull=none
	shininess=25
    specular=0 0 0 0
	layer0
	{
		map=textures/interieur.tga
		blendfunc=blend
	}
}
shader_chrome~vf_reflect
{
  reflect=0.15
  ambient=0.20 0.20 0.20 0.20
  diffuse=0.50 0.50 0.50 0.00
  specular=0.45 0.45 0.45 0.00
  shininess=12
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=textures/blanc.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_enjo~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ; Texture
  ; ambient=0.70 0.70 0.70 1
  ; diffuse=0.70 0.70 0.70 1
  ; Solid
  ; ambient=0.35 0.35 0.35 1
  ; diffuse=0.35 0.35 0.35 1
  specular=0.80 0.80 0.80
  shininess=15
  reflect=0.02
  mipmap_bias=8
  cull=none
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/roues/enjoliveur_aquarius.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  ambient=0.70 0.70 0.70 1
  diffuse=0.70 0.70 0.70 1
}
shader_bump_plastic2~vf_bump
{
;partie superieure planche de bord, volant
  reflect=0
  specular=0.02 0.02 0.02
  ; Carbone
  ; ambient=0.0200 0.0200 0.0205 1
  ; diffuse=0.0200 0.0200 0.0205 1
  ; Muscade
  ; ambient=0.100 0.100 0.090 1
  ; diffuse=0.100 0.100 0.090 1
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc.tga
  }
  layer1
  {
    map=textures/plastique1_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
  ambient=0.0400 0.0400 0.0410 1
  diffuse=0.0400 0.0400 0.0410 1
}
shader_plastique_2~vf_bump
{
  ;partie inferieure planche de bord
  reflect=0
  specular=0.04 0.04 0.04
  shininess=40
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc.tga
  }
  layer1
  {
    map=textures/plastique1_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
  ambient=0.0200 0.0200 0.0205 1
  diffuse=0.0200 0.0200 0.0205 1
}
shader_plastique_4~vf_bump
{
  ;console centrale, support BV
  reflect=0
  specular=0.04 0.04 0.04
  ; Carbone
  ; ambient=0.0200 0.0200 0.0205 1
  ; diffuse=0.0200 0.0200 0.0205 1
  ; Muscade
  ; ambient=0.100 0.100 0.090 1
  ; diffuse=0.100 0.100 0.090 1
  shininess=40
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc.tga
  }
  layer1
  {
    map=textures/plastique1_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
  specular=0.04 0.04 0.04
  ambient=0.100 0.100 0.103 1
  diffuse=0.100 0.100 0.103 1
}
shader_plastique_3~vf_bump
{
  ;Plastique contre portes, dessous tbd
  reflect=0
  specular=0.05 0.05 0.05
  ; Carbone
  ; ambient=0.0200 0.0200 0.0205 1
  ; diffuse=0.0200 0.0200 0.0205 1
  ; Muscade
  ; ambient=0.100 0.100 0.090 1
  ; diffuse=0.100 0.100 0.090 1
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastique3.tga
  }
  layer1
  {
    map=textures/plastique3_bump.tga
   mode=linear
   ; mipmap_lod_bias=-1
  }
  specular=0.04 0.04 0.04
  ambient=0.100 0.100 0.103 1
  diffuse=0.100 0.100 0.103 1
  shininess=40
}
shader_plastique_solid~vf_standard
{
  ;Plastique contre portes, dessous tbd
  reflect=0
  ; Carbone
  ; ambient=0.0200 0.0200 0.0205 1
  ; diffuse=0.0200 0.0200 0.0205 1
  ; Muscade
  ; ambient=0.100 0.100 0.090 1
  ; diffuse=0.100 0.100 0.090 1
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc.tga
  }
  specular=0.04 0.04 0.04
  ambient=0.100 0.100 0.103 1
  diffuse=0.100 0.100 0.103 1
  shininess=40
}
shader_baguette_tbd~vf_standard
{
	cull=none
	shininess=20
    specular=0.04 0.04 0.04 1 
	diffuse=0.152 0.150 0.152 1
	ambient=0.152 0.150 0.152 1
	layer0
	{
		map=textures/blanc.tga
	}
}
shader_tablette~vf_standard
{
	cull=none
	; Carbone
	; ambient=0.0200 0.0200 0.0205 1
	; diffuse=0.0200 0.0200 0.0205 1
	; Muscade
	; ambient=0.100 0.100 0.090 1
	; diffuse=0.100 0.100 0.090 1
	layer0
	{
		map=textures/moquette.tga
	}
	specular=0.05 0.05 0.05
	ambient=0.100 0.100 0.090 1
	diffuse=0.100 0.100 0.090 1
	shininess=12
}
shader_moquette~vf_standard
{
	cull=none
	; Carbone
	; ambient=0.0200 0.0200 0.0205 1
	; diffuse=0.0200 0.0200 0.0205 1
	; Muscade
	; ambient=0.100 0.100 0.090 1
	; diffuse=0.100 0.100 0.090 1
	layer0
	{
		map=textures/moquette.tga
	}
	specular=0.05 0.05 0.05
	ambient=0.0200 0.0200 0.0205 1
	diffuse=0.0200 0.0200 0.0205 1
	shininess=12
}
shader_tissu~vf_bump
{
  ;Zone laterale
  reflect=0.00
  specular=0.03 0.03 0.03
  shininess=17
  motion_blur=0
  tangents=1
  ; Muscade
  ; ambient=0.080 0.080 0.075 1
  ; diffuse=0.080 0.080 0.075 1
  ; Carbone
  ; ambient=0.031 0.030 0.033 1
  ; diffuse=0.031 0.030 0.033 1
  layer0
  {
    map=textures/tissu_rte.tga
  }
  layer1
  {
    map=textures/tissu_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
	ambient=0.50 0.50 0.50 1
  diffuse=0.50 0.50 0.50 1
  shininess=13
}
shader_tissu2~vf_bump
{
  ;Zone centrale, medaillons de porte
  reflect=0
  specular=0.03 0.03 0.03
  shininess=17
  motion_blur=0
  tangents=1
  ; Muscade
  ; ambient=0.080 0.080 0.075 1
  ; diffuse=0.080 0.080 0.075 1
  ; Carbone
  ; ambient=0.031 0.030 0.033 1
  ; diffuse=0.031 0.030 0.033 1
  layer0
  {
    map=textures/tissu_rte.tga
  }
  layer1
  {
    map=textures/tissu_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
  ambient=0.50 0.50 0.50 1
  diffuse=0.50 0.50 0.50 1
  shininess=13
}
shader_tissu3~vf_bump
{
  ; Entourage banquette
  reflect=0.0
  specular=0.03 0.03 0.03
  shininess=17
  motion_blur=0
  tangents=1
  ; Muscade
  ; ambient=0.080 0.080 0.075 1
  ; diffuse=0.080 0.080 0.075 1
  ; Carbone
  ; ambient=0.021 0.020 0.023 1
  ; diffuse=0.021 0.020 0.023 1
  layer0
  {
    map=textures/tissu.tga
  }
  layer1
  {
    map=textures/tissu_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
  ambient=0.048 0.048 0.055 1
  diffuse=0.048 0.048 0.055 1
  shininess=13
}
shader_plastique_sieges~vf_bump
{
;zone centrale sieges
  reflect=0
  specular=0.03 0.03 0.03
  shininess=17
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc.tga
  }
  layer1
  {
    map=textures/plastique1_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
  ambient=0.048 0.048 0.055 1
  diffuse=0.048 0.048 0.055 1
  shininess=13
}
shader_cuir_volant~vf_bump
{
  ; Volant et levier de vitesse
  reflect=0.01
  specular=0.03 0.03 0.03
  shininess=17
  motion_blur=0
  tangents=1
  ; Muscade
  ; ambient=0.080 0.080 0.075 1
  ; diffuse=0.080 0.080 0.075 1
  ; Carbone
  ; ambient=0.031 0.030 0.033 1
  ; diffuse=0.031 0.030 0.033 1
  layer0
  {
    map=textures/cuir.tga
  }
  layer1
  {
    map=textures/cuir_bump.tga
   mode=linear
   mipmap_lod_bias=-1
  }
  ambient=0.021 0.020 0.023 1
  diffuse=0.021 0.020 0.023 1
  shininess=13
}
shader_surpiqures_volant~vf_standard
{
  reflect=0
  specular=0.03 0.03 0.03
  shininess=17
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/surpiqures_volant.tga
	blendfunc=blend
  }
  ambient=0.0600 0.0600 0.0605 1
  diffuse=0.0600 0.0600 0.0605 1
  shininess=13
}
shader_retro~vf_standard
{
	ambient=0.10 0.10 0.10
	diffuse=0.10 0.10 0.10
  layer0
  {
    map=$mirror
  }
}
shader_degi~vf_standard
{
  cull=none
  layer0
  {
    map=textures/degivrage.tga
    blendfunc=blend
    texscale_s=28
    texscale_r=28
    texscale_t=28
    mipmap_lod_bias=-1
  }
}
shader_ciel_de_toit~vf_standard
{
  cull=none
  layer0
  {
    map=textures/blanc.tga
    mipmap_lod_bias=-1
  }
}
shader_rpm~vf_standard
{
	cull=none
	specular=0 0 0 0
	shininess=15
	layer0
	{
		map=hud/rpm_ph1_base.tga
	}
}
shader_kmh~vf_standard
{
	cull=none
	specular=0 0 0 0
	shininess=15
	layer0
	{
		map=hud/kmh_ph1_210.tga
	}
}
shader_cerclage_compteur~vf_standard
{
	cull=none
	shininess=20
    specular=0.01 0.01 0.01 1 
	; Alu
	; diffuse=0.152 0.150 0.148 1
	; ambient=0.152 0.150 0.148 1
	layer0
	{
		map=textures/blanc.tga
	}
	diffuse=0.020 0.020 0.020 1
	ambient=0.020 0.020 0.020 1
}
shader_exterieur_on~vf_lumieres
{
  sort_offset=-105
  shininess=13
  specular=0 0 0 0
  ambient=2.0 2.0 2.0 1
  diffuse=4.0 4.0 4.0 1
  emission=50 50 50 15
  layer0
  {
    map=textures/exterieur_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_interieur_on~vf_lumieres
{
  ; sort_offset=-105
  shininess=13
  layer0
  {
    map=textures/interieur_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_rpm_on~vf_lumieres
{
  ; sort_offset=-105
  layer0
  {
    map=hud/rpm_ph1_base_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_kmh_on~vf_lumieres
{
  ; sort_offset=-105
  shininess=13
  layer0
  {
    map=hud/kmh_ph1_210_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
;
;
;
;
;																			GTA IV DRIVER
;
;
;
;
;
shader_haut~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/haut.dds
  }
}
shader_pantalon~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/pantalon.dds
  }
}
shader_tete~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/tete.dds
  }
}
