shader_luz_estrada
{
  cull=back
 	layer0
  	{
    		map=luz estrada.tga
    		shininess=0
    		specular=0 0 0 1
    		emission=0.1 0.1 0.1 0
    		depthwrite=0
    		blendfunc=src_alpha one
            mipmap_lod_bias=-6
    }
}
shader_szyby
{
  sort_offset=1
  ;cull=back
  layer0
  {
   map=szyby.tga
   blendfunc=src_alpha one_minus_src_alpha
   mipmap=0
   depthwrite=0
  }
  layer1 
  {
    depthwrite=0
    texenv=replace
    map=Fresnel2.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    blendfunc=one dst_alpha
    emission=1 1 1 1
  }
  layer2
  {
   map=$trackenvmap
   texgen_s=reflection_map
   texgen_t=reflection_map
   texgen_r=reflection_map
   blendfunc=src_color one_minus_src_color
   depthwrite=0
   shininess=55
   specular=0.55 0.55 0.55 1
  }
}
shader_bodycolor
{
	layer0
	{
		map=gradient.tga
		texgen_s=sphere_map
		texgen_t=sphere_map
		emission=1. 1. 1. 1.
	}
	layer1
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		shininess=10
		specular=0.75 0.75 0.75
		blendfunc=filter
	}
	layer2
	{
		map=bodycolor.tga
		blendfunc=one src_alpha
	}
}

shader_cinza2
{
  layer0
  {
    map=cinza2.tga
    blendfunc=blend
  }
}
shader_nodamage_lod0
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
 cast_shadow=1  
tangents=1
  layer0
  {
    map=nodamage_lod0.tga
  }
  layer1
  {
    map=nodamage_lod0_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_cinza
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=cinza2.tga
  }
  layer1
  {
    map=bodycolorM.tga
   mipmap_lod_bias=-1
  }
}
shader_vehiclelights128
{
compression=0
ambient=0.6 0.6 0.6
diffuse=1.0 1.0 1.0
 cast_shadow=1
specular=0.05 0.05 0.05
shininess=16
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_maledriver
{
compression=0
ambient=0.6 0.6 0.6
diffuse=1.0 1.0 1.0
 cast_shadow=1
specular=0.05 0.05 0.05
shininess=16
  layer0
  {
    map=maledriver.tga
  }
}
shader_wheel_lod0
{
  compression=0
  reflect=0.5
  specular=1 1 1
  shininess=50
 cast_shadow=1  
; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=wheel_lod0.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=wheel_bump.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_bumper_frame
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
 cast_shadow=1 
 motion_blur=0
  tangents=1
  layer0
  {
    map=bumper_frame.tga
  }
  layer1
  {
    map=bumper_frame_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_lights_lod0
{
  layer0
  {
    map=lights_lod0.tga
  }
}
shader_plastic
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
 cast_shadow=1 
 motion_blur=0
  tangents=1
  layer0
  {
    map=plastic.tga
  }
  layer1
  {
    map=plastic_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_undercarriage
{
  reflect=0
 cast_shadow=1 
 compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=undercarriage.tga
  }
  layer1
  {
    map=undercarriage_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_interior_lod0
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
 cast_shadow=1 
 shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=interior_lod0.tga
  }
  layer1
  {
    map=interior_lod0_bump.tga
   mipmap_lod_bias=-1
  }
}

shader_wood
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=wood.tga
  }
  layer1
  {
    map=wood_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_disk
{
 cast_shadow=1 
 motion_blur=0
  ; Brake disc
  layer0
  {
    map=disk.tga
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  ; Brakedisc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    ; Burn heat through texture's alpha
    file=standard_heat_f.cg
  }
}
shader_interior_lod1
{
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_back
{
  layer0
  {
    map=back.tga
  }
}
shader_tyres
{
 cast_shadow=1
 layer0
  {
    map=tyres.tga
  }
}
shader_carpet
{
  layer0
  {
    map=carpet.tga
    blendfunc=blend
  }
}
shader_cloth
{
  layer0
  {
    map=cloth.tga
    blendfunc=blend
  }
}
shader_buttons
{
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_thread_caliper_mag
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=thread_caliper_mag.tga
  }
  layer1
  {
    map=thread_caliper_mag_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_metal
{
  compression=0
  reflect=1
  specular=0.3 0.3 0.3 0.3
  shininess=50
  layer0
  {
    map=metal.tga
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}

shader_clima
{
  layer0
  {
    map=clima.tga
  }
}
shader_radio
{
  layer0
  {
    map=radio.tga
  }
}
shader_km~vf_standard
{
  layer0
  {
    map=km.tga
  }
}
shader_gauge~vf_standard
{
  layer0
  {
    map=gauge.tga
  }
}
shader_engine~vf_standard
{
 cast_shadow=1
  layer0
  {
    map=engine.tga
  }
}
shader_chassis~vf_standard
{
  layer0
  {
    map=chassis.tga
  }
}
shader_windback~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=windback.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_windows
{
   sort_offset=1
   layer0
  {
   map=windows.tga
   blendfunc=blend
   mipmap=0
   depthwrite=0
  }
  layer1
  {
   map=$trackenvmap
   texgen_s=reflection_map
   texgen_t=reflection_map
   texgen_r=reflection_map
   blendfunc=src_color one
   depthwrite=0
   shininess=12
   specular=0.55 0.55 0.55
  }
}

shader_mirror
{	
  layer0
   {
     map=$mirror
     texscale_s=1
     texscale_r=1
     texscale_t=1
     emission=0.3 0.3 0.3 1
   }
}

shader_lights1~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights1.tga
       blendfunc=add
       ;texenv=replace
       emission=100 100 100 100
    }
}
shader_lights2~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights2.tga
       blendfunc=add
       ;texenv=replace
       emission=100 100 100 100
    }
}
shader_lights3~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights3.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 50
    }
}
shader_lights4~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights4.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 50
    }
}
shader_lights5~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights5.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 50
    }
}
shader_lights6~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights6.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 50
    }
}
shader_lights7~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights7.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 50
    }
}
shader_lights8~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights8.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 50
    }
}
shader_białe~vf_reflect
{
cast_shadow=1
reflect=0.1
diffuse=0.157 0.007 0.007 1
ambient=0.157 0.007 0.007 1
specular=0.157 0.007 0.007 1
shininess=14
mipmap_bias=6
fresnel
{
bias=0.06
scale=0.98
power=2
}
layer0
{
map=białe.tga
}
layer1
{
map=$trackenvmap
}
}
shader_black1
{
  layer0
  {
    map=black1.tga
  }
}
shader_mazdafara512
{
  layer0
  {
    map=mazdafara512.tga
  }
}
shader_mazdafa
{
  layer0
  {
    map=mazdaf
  }
}
shader_black1
{
  layer0
  {
    map=black1.tga
  }
}
shader_cloth
{
  layer0
  {
    map=cloth.tga
  }
}
shader_szare
{
  layer0
  {
    map=szare.tga
  }
}
shader_wood2
{
  layer0
  {
    map=wood2.tga
  }
}
shader_deesplay1
{
  layer0
  {
    map=deesplay1.tga
  }
}
shader_mazdafara5125
{
  sort_offset=1
  layer0
    {
       map=mazdafara5125.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 50
    }
}
shader_chrom
{
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
      shininess=42
      specular=1 1 1 1
  }
  layer1
  {
    map=chrom.tga
    blendfunc=one src_alpha
  shininess=35
  specular=0.76 0.75 0.74
  }
}
} 
shader_metal1~vf_standard
{
  layer0
  {
    map=metal1.tga
  }
}
shader_carpet~vf_standard
{
  layer0
  {
    map=carpet.tga
  }
}

shader_bxwhl02~vf_standard
{
  layer0
  {
    map=bxwhl02.tga
  }
}
shader_chr
{
  layer0
  {
    map=chr.tga
  }
}
shader_rej~vf_standard
{
  layer0
  {
    map=rej.tga
  }
}
shader_ramka~vf_standard
{
  layer0
  {
    map=ramka.tga
  }
}
shader_carpet2~vf_standard
{
  layer0
  {
    map=carpet2.tga
  }
}
shader_detail2~vf_standard
{
  layer0
  {
    map=detail2.tga
  }
}
shader_underbody2~vf_standard
{
  layer0
  {
    map=underbody2.tga
  }
}
shader_metal5~vf_standard
{
  layer0
  {
    map=metal5.tga
  }
}
shader_vehiclelight
{
  layer0
  {
    map=vehicleligh.tga
  }
}
shader_bieznik~vf_standard
{
  layer0
  {
    map=bieznik.tga
  }
}
shader_debica~vf_standard
{
  layer0
  {
    map=debica.tga
  }
}
shader_plm_wheel~vf_standard
{
  layer0
  {
    map=plm_wheel.tga
  }
}
shader_biale~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=biale.tga
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
shader_tablica~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=tablica.tga
  }
}
shader_plastik~vf_standard
{
  cast_shadow=1
  ;ambient=0.35 0.35 0.35
  ;diffuse=0.25 0.25 0.25
  layer0
  {
    map=plastik.tga
    depthwrite=1
    specular=0 0 0
    shininess=30
  }
}
shader_plastik2~vf_standard
{
  cast_shadow=1
  ;ambient=0.35 0.35 0.35
  ;diffuse=0.25 0.25 0.25
  layer0
  {
    map=plastik2.tga
    depthwrite=1
    specular=0 0 0
    shininess=30
  }
}
shader_naklejka
{
  layer0
  {
    map=szablonnaklejkinaszybe.tga
  }
}
shader_licenseplate
{
  layer0
  {
    map=licenceplate.tga
  }
}
shader_carplate
{
  layer0
  {
    map=carplate.tga
  }
}
shader_gta_eu_plate
{
  layer0
  {
    map=gta_eu_plate.tga
  }
}
shader_mazdafara512on
{
sort_offset=1
layer0
{
map=mazdafara512on.tga
blendfunc=blend
texenv=replace
emission=1 1 1 1
 }
}
shader_vehiclelights128on
{
sort_offset=1
layer0
{
map=vehiclelights128on.tga
blendfunc=blend
texenv=replace
emission=1 1 1 1
 }
}
shader_deesplay1on
{
sort_offset=1
layer0
{
map=deesplay1on.tga
blendfunc=blend
texenv=replace
emission=1 1 1 1
 }
}
shader_licenseplateon
{
sort_offset=1
layer0
{
map=licenceplateon.tga
blendfunc=blend
texenv=replace
emission=1 1 1 1
 }
}
shader_2
{
sort_offset=1
layer0
{
map=2.tga
blendfunc=blend
texenv=replace
emission=1 1 1 1
 }
}
shader_1
{
  layer0
  {
    map=1.tga
  }
}