vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
;SHADER DEFINITIONS
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}

shader_karoseria~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.20
  shininess=8
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=karoseria.tga
    mipmap=0
  }
}

shader_szyby~vf_glass

{
sort_offset=1
reflect=0.9
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=szyby.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_glass~vf_glass

{
sort_offset=1
reflect=0.9
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=glass.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}


shader_lights1~vf_reflect
{
 ;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=lights.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lights0~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=lights.tga
  }
}
shader_black~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=black.tga
  }
}
shader_nodmg~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=nodamage.tga
  }
}
shader_undercarriage~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=undercarriage.tga
  }
}
shader_interior~vf_standard
{
  shininess=128
  cast_shadow=0
  specular=0.03 0.03 0.03 1 
  tangents=1
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_badge~vf_standard
{
  layer0
  {
    map=interior_lod0.tga
    blendfunc=blend
  }
}
shader_hamulce~vf_standard
{
sort_offset=1
 layer0
 {
map=lightson.tga
   emission=170 170 170 1
   shininess=0
   specular=0 0 0 1
 }
}
shader_carbon_fiber~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=carbonfiber.tga
  }
}
shader_mirror
{
  cast_shadow=1
  layer0
  {
    map=$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_inner_rim~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=wheel0.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_rim~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=wheel.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_tire~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tireA0.tga
  }
}
shader_ramka~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ramka.tga
  }
}
shader_rej~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=rej.tga
  }
}
shader_lightson~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightson.tga
    blendfunc=blend
    ;texenv=replace
    emission=73 73 73 1
  }
}
shader_kolo~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
  cast_shadow=1
  layer0
  {
    map=kolo.tga
  }
}
shader_tarcza~vf_standard
{
 layer0 
 { 
  map=stabdziu_diskas.tga
 }
}
shader_czarne~vf_standard
{
 layer0 
 { 
  map=czarne.tga
 }
}
shader_inne~vf_standard
{
 layer0 
 { 
  map=czarne.tga
 }
}
shader_czerwone~vf_standard
{
 layer0 
 { 
  map=czerwone.tga
 }
}
shader_napis~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=brembo_logotipas.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_mirror
{
  cast_shadow=1
  layer0
  {
    map=$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_badge_on~vf_standard
{
    sort_offset=1
  layer0
  {
    map=interior_lod0_on.tga
    emission=42 42 42 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_aluminium~vf_reflect
{
  reflect=0.3
  shininess=15
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=aluminium.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_kierunkowskaz~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=kierunkowskaz.tga
  }
}
shader_kierunek~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=kierunek.tga
    blendfunc=blend 
  }
}
shader_needle~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=needle.tga
    blendfunc=blend 
  }
}
