vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect
{
  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_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
;SHADER DEFINITIONS
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect
{
  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_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}

---------------------------------------------------------------------

shader_karoseria~vf_reflect
{
 cast_shadow=1
 reflect=0.300
 diffuse=0.183 0.183 0.183 1
 ambient=0.058 0.058 0.058 1
 specular=0.64 0.064 0.064 1
 shininess=24
 mipmap_bias=1
 fresnel
 {
  bias=0.06
  scale=0.98
  power=2
 }
 layer0
 {
  map=karoseria.tga
 }
 layer1
 {
  map=$trackenvmap
 }
}
shader_plastiki~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastiki.tga
  }
}
shader_plastiki2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastiki2.tga
  }
}
shader_podwozie~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=podwozie.tga
  }
}
shader_chrom~vf_reflect
{
  reflect=0.3
  shininess=15
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=chrom.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_szyby~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=0.5
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=$trackenvmap
  depthwrite=0
 }
}
shader_lampytyl2~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.1
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lampytyl2.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lampyprzod~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=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lampyprzod.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lampyprzod2~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lampyprzod2.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_kierunki~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=0.2
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=kierunki.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_sufit~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=sufit.tga
  }
}
shader_alpina~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=alpina.tga
  }
}
shader_licznik~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=licznik.tga
  }
}
shader_przyciski~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=przyciski.tga
  }
}
shader_bagaz~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bagaz.tga
  }
}
shader_rej~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=rej.tga
  }
}
shader_podwozie~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=podwozie.tga
  }
}
shader_alpine~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=alpine.tga
  }
}
shader_felga~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=felga.tga
  }
}
shader_opona~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=opona.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_tarcza~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=tarcza.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_preto~vf_standard
{
 cast_shadow=1
 layer0 
 {
  map=preto.tga
  emission=0 0 0 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_kolpak~vf_reflect
{
        cast_shadow=1
        cull=none
    compression=0
    reflect=0.1
    shininess=0
    specular=0.00 0.00 0.00 1.00
    fresnel
    {
        bias=0.05
        power=2.0
        scale=1.0
    }
    layer0
    {
        map=kolpak.tga
    }
    layer1
    {
        map=$trackenvmap
    }
}
shader_felga2~vf_reflect
{
        cast_shadow=1
        cull=none
    compression=0
    reflect=0.1
    shininess=0
    specular=0.00 0.00 0.00 1.00
    fresnel
    {
        bias=0.05
        power=2.0
        scale=1.0
    }
    layer0
    {
        map=felga2.tga
    }
    layer1
    {
        map=$trackenvmap
    }
}
shader_mirror
{
  cast_shadow=0
  layer0
  {
    map=$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_fotele2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fotele2.tga
  }
}
shader_fotel~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fotel.tga
  }
}
shader_wnetrze~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wnetrze.tga
  }
}
shader_lampyprzodon~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lampyprzodon.tga
    blendfunc=add
    ;texenv=replace
    emission=350 350 350 1
  }
}
shader_lampytyl2on~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lampytyl2on.tga
    blendfunc=add
    ;texenv=replace
    emission=350 350 350 1
  }
}
