shader_bellett_06
{
  layer0
  {
    map=fresnel.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    emission=1 1 1 1
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter

    shininess=24
    specular=0.75 0.75 0.75
  }
  layer2
  {
    map=bellett_06.tga
    blendfunc=one src_alpha
  }
}
shader_gray_hood
{
  layer0
  {
    map=fresnel.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    emission=1 1 1 1
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter

    shininess=24
    specular=0.75 0.75 0.75
  }
  layer2
  {
    map=gray_hood.tga
    blendfunc=one src_alpha
  }
}
shader_isuzu_old_emblem
{
  layer0
  {
    map=isuzu_old_emblem.tga
  }
}
shader_bellett_eng01
{
  layer0
  {
    map=bellett_eng01.tga
  }
}
shader_common_black
{
  layer0
  {
    map=common_black.tga
  }
}
shader_bellett_01
{
  layer0
  {
    map=bellett_01.tga
  }
}
shader_bellett_04
{
  layer0
  {
    map=bellett_04.tga
  }
}
shader_metal1
{
  layer0
  {
    map=metal1.tga
  }
}
shader_metal_bumper
{
  layer0
  {
    map=metal_bumper.tga
  }
}
shader_vehiclelights128
{
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_metal5
{
  layer0
  {
    map=metal5.tga
  }
}
shader_plastic
{
  layer0
  {
    map=plastic.tga
  }
}
shader_bellett_02
{
  layer0
  {
    map=bellett_02.tga
    blendfunc=blend
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    depthwrite=0
  }
}
shader_Mirror
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}
shader_glass
{
  sort_offset=1
  layer0
  {
    ;depthwrite=0
    map=glass.tga
    blendfunc=blend
  }
  layer1
  {
    ;depthwrite=0
    texenv=replace
    map=fresnel2.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    blendfunc=one dst_alpha
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    depthwrite=0
  }
}
shader_bellett_03
{
  layer0
  {
    map=bellett_03.tga
  }
}
shader_bellett_wheel
{
  layer0
  {
    map=bellett_wheel.tga
  }
}