; 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_body~vf_reflect
{
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=body.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_swiatla~vf_reflect
{
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=swiatla.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_wydech~vf_standard
{
  layer0
  {
    map=wydech.tga
  }
}
shader_atrapa~vf_standard
{
  layer0
  {
    map=atrapa.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_tex1~vf_standard
{
  layer0
  {
    map=tex1.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_tex2~vf_standard
{
  layer0
  {
    map=tex2.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_tex4~vf_standard
{
  layer0
  {
    map=tex4.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_silnik~vf_standard
{
  layer0
  {
    map=silnik.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_deska~vf_standard
{
  layer0
  {
    map=deska.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_tex5~vf_standard
{
  layer0
  {
    map=tex5.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_zastava_chrom
{
  layer0
  {
    map=zastava_chrom.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_lights_glowing~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 glowing.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_swiatla_glowing~vf_reflect
{
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=swiatla.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_glass~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=glass.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_car00~vf_standard
{
  layer0
    {
      map=car00.tga
    blendfunc=blend
    alphafunc=gequal 150
    depthwrite=1
    }
} 
shader_decha~vf_standard
{
  layer0
  {
    map=deska.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}
shader_deska_glow~vf_standard
{
  sort_offset=1
  layer0
    {
       map=deska_glow.tga
       blendfunc=blend
       emission=1 1 1 1
    }
}
shader_lights_glow~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights_glow.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_lights1_brake~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights1_brake.tga
       blendfunc=add
       ;texenv=replace
       emission=550 550 550 1
    }
}
shader_chrome~vf_reflect
{
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.0 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=chrome.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_textured_lights~vf_reflect
{
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=lights.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_hamulce~vf_standard
{
  layer0
  {
    map=hamulce.tga
  }
}
shader_textured_bienik~vf_standard
{
  layer0
  {
    map=bieznik.tga
  }
}
shader_textured_tire2~vf_standard
{
  layer0
  {
    map=tire2.tga
  }
}
shader_mirror~vf_standard
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}
shader_lusterko~vf_standard
{
  layer0
  {
    map=lusterko.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    blendfunc=blend
  }
}