; 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
  }
}
vf_heat
{
;Brake disc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_brakeheat_f.cg
  }
}

shader_lights1~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=vehiclelights.tga
  }
}

shader_4~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=4.tga
  }
}

shader_body~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.15
	shininess=10
	specular=0.01 0.01 0.01 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=karoseria.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_3~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=3.tga
  }
}

shader_undercarriage~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gamebp_undercarriage.tga
  }
}

shader_black~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gamebp_black.tga
  }
}

shader_fang2~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=1
	shininess=15
	specular=1 1 1 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=gamebp_fang2.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=2.tga
  }
}

shader_mirror
{
  cast_shadow=1
  layer0
  {
    map=$mirror
    texscale_s=1
    texscale_r=1
    texscale_t=1
    diffuse=0.015 0.015 0.015 1
    ambient=0.015 0.015 0.015 1
  }
}

shader_5~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.06
	shininess=5
	specular=0.43 0.08 0.05 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=5.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_exl~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=exl.tga
  }
}

shader_pasy~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gamebp_bumper_frame.tga
  }
}

shader_of3~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=of3.tga
  }
}

shader_hongs~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=hongse.tga
  }
}

shader_szyby~vf_reflect
{
cast_shadow=0
;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=szyby.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}

shader_klosze~vf_reflect
{
cast_shadow=0
;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=szyby.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}

shader_lights2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=vehiclelights.tga
  }
}

shader_1~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.15
	shininess=15
	specular=1.43 1.49 1.55 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=1.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_tyre~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tyrewall_dirt_1.tga
  }
}

shader_of2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=of2.tga
  }
}

shader_lightson~vf_standard
{
  sort_offset=1
  layer0
    {
       map=vehiclelights_on.tga
       blendfunc=blend
       ;texenv=replace
       emission=10 10 10 1
    }
}

shader_hamulec~vf_standard
{
  sort_offset=1
  layer0
    {
       map=reszta.tga
       blendfunc=blend
       ;texenv=replace
       emission=10 10 10 1
    }
}

