; Vertex/fragment shader templates
;
{
  ; 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_reflect
{
  ; Just reflection
  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_reflect_window
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}

shader_nadwozie~vf_reflect
{
  cast_shadow=1
  reflect=0.1
  diffuse=0 0.07 0.3 1
  ambient=0 0 0 1
  specular=0 0.07 0.3 1
  shininess=14
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=nadwozie.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_glass~vf_reflect_window
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
cast_shadow=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.85
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_tapicerka~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=tapicerka.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=tapicerka_bump.tga
  }
}
shader_podwozie~vf_standard
{
cast_shadow=1
  layer0
  {
    map=podwozie.tga
  }
}
shader_wnetrze3~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=wnetrze ver2.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=wnetrze ver2_bump.tga
  }
}
shader_uszczelki~vf_standard
{
cast_shadow=1
  layer0
  {
    map=uszczelki.tga
  }
}
shader_swiatla~vf_reflect_window
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
cast_shadow=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.001
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=swiatla.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_swiatlasrodek~vf_standard
{
cast_shadow=1
  layer0
  {
    map=swiatlo.tga
  }
}
shader_zderzakprzod~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=zderzakprzod.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=zderzakprzod_bump.tga
  }
}
shader_chrome~vf_reflect
{
  reflect=1
  shininess=40
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=chrome.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_zderzaktyl~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=zderzaktyl.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=zderzaktyl_bump.tga
  }
}
shader_wykla2dzina~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wykla2dzina.tga
  }
}
shader_wykladzina~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wykladzina.tga
  }
}
shader_fotele~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fotele.tga
  }
}
shader_polka~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=polka.tga
  }
}
shader_black~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=black.tga
  }
}
shader_lamp~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=lamp.tga
  }
}
shader_licznik~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=licznik.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=licznik_bump.tga
  }
}
shader_chromy_mat~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=chromy.tga
  }
}
shader_tablica~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=tablica.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=tablica_bump.tga
  }
}
shader_lamp_glowing~vf_reflect_window
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
cast_shadow=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.001
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lamp.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_mirror~vf_standard
{
  cast_shadow=1
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0 0 0 1
    }
}
shader_lamp_reflect~vf_reflect
{
        cull=none
		cast_shadow=1
	compression=0
	reflect=0.4
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=lamp.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_bieznik~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=bieznik.bmp
  }
  layer1
  {
    compression=0
    mode=linear
    map=bieznik_bump.bmp
  }
}
shader_kolo~vf_standard
{
	cast_shadow=1
	layer0
	{
		map=kolo.bmp
	}
}
shader_kierownica~vf_standard
{
	cast_shadow=1
	layer0
	{
		map=kierownica.tga
	}
}
shader_brake~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=brake.tga
       blendfunc=add
       texenv=replace
       emission=255 255 255 1
    }
}
shader_light_lamp~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=light_lamp.tga
       blendfunc=add
       texenv=replace
       emission=255 255 255 1
    }
}
shader_lamp_rev~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=lamp_rev.tga
       blendfunc=add
       texenv=replace
       emission=150 150 150 1
    }
}
shader_light_swiatlo~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=light_swiatlo.tga
       blendfunc=add
       texenv=replace
       emission=255 254 190 1
    }
}
shader_light_swiatla~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=light_swiatla.tga
       blendfunc=add
       texenv=replace
       emission=30 30 30 1
    }
}
shader_swiatla_kierunek~vf_standard
{
cast_shadow=0
  sort_offset=1
  layer0
    {
       map=swiatla_kierunek.tga
       blendfunc=add
       texenv=replace
       emission=70 70 70 1
    }
}
shader_swiatla_fog~vf_standard
{
cast_shadow=0
  sort_offset=1
  layer0
    {
       map=swiatla_fog.tga
       blendfunc=add
       texenv=replace
       emission=70 70 70 1
    }
}
shader_lamp_kierunek~vf_standard
{
cast_shadow=0
  sort_offset=1
  layer0
    {
       map=lamp_kierunek.tga
       blendfunc=add
       texenv=replace
       emission=255 255 255 1
    }
}
shader_lamp_fog~vf_standard
{
cast_shadow=0
  sort_offset=1
  layer0
    {
       map=lamp_fog.tga
       blendfunc=add
       texenv=replace
       emission=255 255 255 1
    }
}
shader_wnetrze_glow~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=wnetrze_glow.tga
       blendfunc=blend
       emission=55 55 55 1
    }
}
shader_licznik_light~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=licznik_light.tga
       blendfunc=blend
       texenv=replace
       emission=45 45 45 1
    }
}
shader_licznik_kierun~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=licznik_kierun.tga
       blendfunc=blend
       texenv=replace
       emission=45 45 45 1
    }
}
shader_licznik_hb~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=licznik_hb.tga
       blendfunc=blend
       texenv=replace
       emission=45 45 45 1
    }
}
shader_licznik_fog~vf_standard
{
cast_shadow=1
  sort_offset=1
  layer0
    {
       map=licznik_fog.tga
       blendfunc=blend
       texenv=replace
       emission=45 45 45 1
    }
}
shader_tablica_glow~vf_standard
{
cast_shadow=1
  layer0
    {
       map=tablica_glow.tga
       blendfunc=blend
       emission=2 2 2 1
    }
}