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

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
  }
}

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

;body-----------------------------------------------------------------------------

shader_nodamage_lod0~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.64
  specular=1 1 1
  shininess=52
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=nodamage_lod0.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}

shader_bumper_frame~vf_standart
{
  cast_shadow=1
  compression=0
  reflect=0.64
  specular=1 1 1
  shininess=52
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=bumper_frame.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_black~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.64
  specular=1 1 1
  shininess=52
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=black.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_undercarriage~vf_standart
{
    cast_shadow=1
specular=0.5 0.5 0.5
  shininess=48
  tangents=1
  reflect=0.03
  cast_shadow=1
  layer0
  {
    map=undercarriage.tga
  }
    layer1
  {
    map=$trackenvmap
	mode=linear
  }
}
shader_car~vf_standart
{
    cast_shadow=1
specular=0.5 0.5 0.5
  shininess=48
  tangents=1
  reflect=0.03
  cast_shadow=1
  layer0
  {
    map=car.tga
  }
    layer1
  {
    map=$trackenvmap
	mode=linear
  }
}

shader_Carbon_Fibre~vf_standart
{
    cast_shadow=1
specular=0.5 0.5 0.5
  shininess=48
  tangents=1
  reflect=0.03
  cast_shadow=1
  layer0
  {
    map=Carbon_Fibre.tga
  }
    layer1
  {
    map=$trackenvmap
	mode=linear
  }
}

shader_interior_lod0~vf_standart
{
    cast_shadow=1
specular=0.5 0.5 0.5
  shininess=48
  tangents=1
  reflect=0.03
  cast_shadow=1
  layer0
  {
    map=interior_lod0.tga
  }
    layer1
  {
    map=$trackenvmap
	mode=linear
  }
}


shader_Bentley_screen~vf_standart
{
    cast_shadow=1
specular=0.5 0.5 0.5
  shininess=48
  tangents=1
  reflect=0.03
  cast_shadow=1
  layer0
  {
    map=Bentley_screen.tga
  }
    layer1
  {
    map=$trackenvmap
	mode=linear
  }
}

shader_grille1_alpha~vf_standart
{
    cast_shadow=1
specular=0.5 0.5 0.5
  shininess=48
  tangents=1
  reflect=0.03
  cast_shadow=1
  layer0
  {
    map=grille1_alpha.tga
  }
    layer1
  {
    map=$trackenvmap
	mode=linear
  }
}
shader_baer~vf_standart
{
    cast_shadow=1
specular=0.5 0.5 0.5
  shininess=48
  tangents=1
  reflect=0.03
  cast_shadow=1
  layer0
  {
    map=baer.tga
  }
    layer1
  {
    map=$trackenvmap
	mode=linear
  }
}
shader_lights_lod0~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.64
  specular=1 1 1
  shininess=52
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=lights_lod0.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Reflection cubemap
    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
   }
}
;wheel&tire-------------------------------------------------------------------------


shader_wheel_lod0~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.64
  specular=1 1 1
  shininess=52
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=wheel_lod0.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_tire~vf_bump
{
   cast_shadow=1
 compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=tire.tga  
}
  layer1
  {
     map=$trackenvmap
     mode=linear
  }
}
;brakes&lights-----------------------------------------------------------------------


shader_lights_on~vf_luminous
{
  sort_offset=1
  layer0
    {
       map=lights_on.tga
       blendfunc=add
       ;texenv=replace
       emission=160 100 100
    }
}
shader_brakes~vf_luminous
{
  sort_offset=1
  layer0
    {
       map=brakes.tga
       blendfunc=add
       ;texenv=replace
       emission=160 100 100
    }
}
shader_far_on~vf_luminous
{
  sort_offset=1
  layer0
    {
       map=far_on.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_brake_on~vf_luminous
{
  sort_offset=1
  layer0
    {
       map=brake_on.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_lights~vf_luminous
{
  sort_offset=1
  layer0
    {
       map=lights.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}