; 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_bump
{
  cast_shadow=1
  tangents=1
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_detail_bump
{ 
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    ;file=cg/dyn_standard_bump_detail_v.cg
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    ;file=cg/dyn_standard_bump_detail_f.cg
    file=dyn_standard_reflect_f.cg
  }
}
shader_karoseria~vf_reflect
{
  cast_shadow=0
  reflect=0.1
  diffuse=0 0.07 0.3 1
  ambient=0 0 0 0
  specular=0 0 0 0
  shininess=14
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=karoseria.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_duslintuvas_paprastas~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=duslintuvas_paprastas.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_onwheel~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=onwheel.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_emzone_ratas~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=emzone_ratas.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_emzone_ratas1~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=emzone_ratas1.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_szyby~vf_glass

{
cast_shadow=0
sort_offset=1
reflect=0.9
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=szyby.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_emzone_posukiai~vf_glass
{
sort_offset=1
reflect=0.3
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=emzone_posukiai.tga
  shininess=10
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_emzone_galinesl~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=0.3
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
map=emzone_galinesl.tga
shininess=753
blendfunc=blend
specular=0.0 0.0 0.0 1.0
depthwrite=0
}
layer1
{
 map=$trackenvmap
 depthwrite=0
}
}
shader_emzone_lempos~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.8
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
map=emzone_lempos.tga
shininess=500
blendfunc=blend
specular=0.0 0.0 0.0 1.0
depthwrite=0
}
layer1
{
 map=$trackenvmap
 depthwrite=0
}
}
shader_vehiclelights128~vf_standard
{
layer0
{
map=vehiclelights128.tga
}
}
shader_mirror
{
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_biale~vf_standard
{
  layer0
  {
    map=biale.tga
  }
}
shader_zoltyklosz~vf_standard
{
  layer0
  {
    map=zoltyklosz.tga
  }
}
shader_rej~vf_standard
{
  layer0
  {
    map=rej.tga
    blendfunc=blend
  }
}
shader_emzone_padanga~vf_standard
{
  layer0
  {
    map=emzone_padanga.tga
  }
}
shader_emzone_stabdziu_diskas~vf_standard
{
  layer0
  {
    map=emzone_stabdziu_diskas.tga
  }
}
shader_blue~vf_standard
{
  layer0
  {
    map=blue.tga
  }
}
shader_tire~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=tire.tga
  }
}
shader_tire2~vf_standard
{
  cast_shadow=0 
  layer0
  {
    map=tire2.tga
  }
}
shader_stuff~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=stuff.tga
  }
}
shader_emzone_medziaga~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_medziaga.tga
  }
}
shader_bmw-logo2~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bmw-logo2.tga
  }
}
shader_skora~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=skora.tga
  }
}
shader_mat04~vf_standard
{
  layer0
  {
    map=mat04.tga
  }
}
shader_mat05~vf_standard
{
  layer0
  {
    map=mat05.tga
  }
}
shader_mat06~vf_standard
{
  layer0
  {
    map=mat06.tga
  }
}
shader_czarne~vf_standard
{
  cast_shadow=0
  layer0
  {
    map=czarne.tga
  }
}
shader_emzone_detales1~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_detales1.tga
  }
}
shader_emzone_dureles~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_dureles.tga
  }
}
shader_emzone_detales2~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_detales2.tga
  }
}
shader_emzone_detales3~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_detales3.tga
  }
}
shader_emzone_variklis~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_variklis.tga
  }
}
shader_kilimas_medziaga~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=kilimas_medziaga.tga
  }
}
shader_pioneer_subas~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pioneer_subas.tga
  }
}
shader_emzone_kilimas~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_kilimas.tga
  }
}
shader_emzone_oda2~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_oda2.tga
  }
}
shader_emzone_vidus~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=emzone_vidus.tga
  }
}
shader_srebrne~vf_standard
{ 
  layer0
  {
    map=srebrne.tga
  }
}
shader_czerwone~vf_standard
{ 
  layer0
  {
    map=czerwone.tga
  }
}
shader_navi~vf_standard
{ 
  layer0
  {
    map=navi.tga
  }
}
shader_tex1~vf_standard
{ 
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=tex1.tga
  }
}
shader_texture~vf_standard
{ 
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=texture.tga
  }
}
shader_vehiclelightson128~vf_standard
{
sort_offset=1
 layer0
 {
map=vehiclelightson128.tga
   emission=100 100 100 1
   shininess=0
   specular=0 0 0 1
 }
}
shader_zielone~vf_standard
{
sort_offset=1
 layer0
 {
map=zielone.tga
   emission=80 80 80 1
   shininess=0
   specular=0 0 0 1
 }
}
shader_kierun~vf_standard
{
sort_offset=1
 layer0
 {
map=kierun.tga
   emission=130 130 130 1
   shininess=0
   specular=0 0 0 1
 }
}
shader_lightsin~vf_standard
{
emission=40 40 40 1
layer0
 {
  map=lightsin.tga
  blendfunc=blend
 }
}