vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}

vf_bump
{
  ;Just Bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}

vf_reflect_bump
{
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}

vf_reflect_window
{
  ;for glass
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_standard
{
  ;regular material
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

;_________________________________________________________

shader_Karoseria~vf_reflect
{
        cull=none
        compression=0
        reflect=1
        specular=1 1 1
        shininess=100
	layer0
	{
	  map=Karoseria.tga
	}
	layer1
	{
	  map=$trackenvmap
	  mode=linear
	}
}

shader_Blyszczace~vf_reflect_window
{
 sort_offset=1
 reflect=1
 layer0
 {
   map=Matowe.tga
   blendfunc=blend
 }
 layer1
 {
   map=$trackenvmap
 }
}

shader_Alufelgi~vf_standard
{
  layer0
  {
    map=Alufelgi.tga
  }
}

shader_Kolpaki~vf_standard
{
  layer0
  {
    map=Kolpaki.tga
  }
}

shader_Matowe~vf_standard
{
  layer0
  {
    map=Matowe.tga
  }
}

shader_driver~vf_standard
{
  layer0
  {
    map=driver.tga
  }
}

shader_SzybyWew~vf_reflect_window
{
 sort_offset=1
 reflect=10
 layer0
 {
   map=SzybyWew.tga
   blendfunc=blend
 }
 layer1
 {
   map=$trackenvmap
 }
}

shader_Wnetrze~vf_standard
{
  layer0
  {
    map=Wnetrze.tga
  }
}

shader_Deska~vf_standard
{
  layer0
  {
    map=Deska.tga
  }
}

shader_Szyby~vf_reflect_window
{
 sort_offset=1
 reflect=10
 layer0
 {
   map=Szyby.tga
   blendfunc=blend
 }
 layer1
 {
   map=$trackenvmap
 }
}

shader_Opony~vf_standard
{
  layer0
  {
    map=Alufelgi.tga
  }
}

shader_mirror~vf_standard
{
  diffuse=.5 .5 .5
  layer0
    {
       map=$mirror
    }
}

shader_lights_exterior~vf_standard
{
  sort_offset=1
  layer0
  {
    map=lights_exterior.tga
    blendfunc=add
    emission=1 1 1 1
    texenv=replace
  }
}

shader_lights_interior~vf_standard
{
  sort_offset=1
  layer0
  {
    map=lights_interior.tga
    blendfunc=blend
    emission=1 1 1 1
    texenv=replace
  }
}