; 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_txt_body~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.2
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=txt_body.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_txt_texture~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=txt_texture.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=txt_texturen.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}


shader_txt_windows~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=txt_windows.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_txt_windows_in~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=txt_windows_in.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$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=klosze.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_shine~vf_bump
{
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=txt_texture.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=txt_texturen.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}


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_txt_halo~vf_standard
{
cull=none
depthwrite=1
layer0
{
    map=txt_halo.tga
    shininess=28
    specular= .02 .02 .02
    diffuse= .9 .9 .9
    ambient= .18 .18 .18
    blendfunc=src_color one
  }
}
shader_pozycja~vf_standard
{
cast_shadow=1
  sort_offset=2
  layer0
    {
       map=txt_texture.tga
       blendfunc=add
       ;texenv=replace
       emission=150 150 150 1
  }
}

shader_migacze~vf_standard
{
cast_shadow=1
  sort_offset=2
  layer0
    {
       map=txt_texture.tga
       blendfunc=add
       ;texenv=replace
       emission=150 150 150 1
  }
}
shader_stop_r~vf_standard
{
cast_shadow=1
  sort_offset=2
  layer0
    {
       map=txt_texture.tga
       blendfunc=add
       ;texenv=replace
       emission=150 150 150 1
  }
}
shader_Rlight~vf_standard
{
cast_shadow=1
  sort_offset=2
  layer0
    {
       map=txt_texture.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
  }
}
shader_color~vf_standard
{
cast_shadow=1
  sort_offset=2
  layer0
    {
       map=color.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
  }
}
shader_txt_licenseplate~vf_bump
{
  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=txt_licenseplate.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=txt_licenseplaten.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}

shader_txt_lights~vf_standard
{
cast_shadow=1
  sort_offset=2
  layer0
    {
       map=txt_lights.tga
       blendfunc=add
       ;texenv=replace
       emission=150 150 150 1
  }
}
shader_txt_lights1~vf_standard
{
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=txt_lights.tga
       blendfunc=blend
       texenv=replace
       emission=50 50 50 1
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}




shader_txt_halo2~vf_standard
{
layer0
{
;Headlamp shaders
blendfunc=blend
depthwrite=0
alphafunc=gequal 10
emission=1.0 1.0 1.0 1.0
map=txt_halo2.tga
}
}


;---------------------------------------------------
;==================== Wheel & Brake ================
;---------------------------------------------------
shader_txt_rim1~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=txt_rim1.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=txt_rim1n.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}
shader_txt_classic1~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=txt_classic1.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=txt_classic1n.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}
shader_txt_tread1~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=txt_tread1.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=txt_tread1n.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}
shader_txt_sidewall1~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=txt_sidewall1.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=txt_sidewall1n.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}




shader_bialy~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.5
	shininess=10
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=bialy.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_zolty~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=zolty.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}


;---------------------------------------------------
;==================== ENGINE ================
;---------------------------------------------------


 shader_body_part~vf_reflect
{
        cast_shadow=1
        cull=none
	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=body_part.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}


shader_1111~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=1111.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=1111n.tga
  }
}


shader_silnik~vf_bump
{
  shininess=128
  cast_shadow=1
  specular=0.01 0.01 0.01 1
  tangents=1
  layer0
  {
    map=silnik.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=silnikn.tga
  }
}

shader_konsola~vf_standard
{
cast_shadow=1
	layer0
	{
		map=konsola.tga
	}
}
shader_tut_alvaz~vf_standard
{
cast_shadow=1
	layer0
	{
		map=tut_alvaz.tga
	}
}




shader_kopak~vf~vf_standard
{
cast_shadow=1

sort_offset=1
models..
reflect=0.3
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
 cull=none
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
layer0
{
  map=kopak.tga
  shininess=10
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}