;
; Vertex/fragment shader templates
;
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}

vf_reflect_spec
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_glass
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_chrome
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_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
  }
}

vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

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

vf_standard_spec
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
shader_karoseria~vf_reflect
{
  cast_shadow=1
  reflect=1
  diffuse=0.03 0.05 0.38 1
  ambient=0.02 0.04 0.3 1
  specular=0.13 0.57 0.84 1
  shininess=24
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=chrome1.bmp
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_szyby~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  mipmap_bias=5
  layer0
  {
    map=szyby.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
  layer2
  {
  map=Chrome.bmp
  blendfuncne src_alpha
  }
}
shader_szyby~vf_standard
{
  shininess=32
  specular=0.75 0.75 0.75 1
  layer0
  {
    map=szyby.tga
    blendfunc=blend
  }
}
shader_szybatyl~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  mipmap_bias=5
  layer0
  {
    map=szybatyl.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
  layer2
  {
  map=Chrome.bmp
  blendfuncne src_alpha
  }
}
shader_szybytyl~vf_reflect
{
cast_shadow=1
sort_offset=1
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szybytyl.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_szybytyl1~vf_reflect
{
cast_shadow=1
sort_offset=1
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szybytyl1.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_aluminium~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=1
  specular=0.3 0.3 0.3 0.3
  shininess=50
  layer0
  {
    map=aluminium.tga
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_chrome~vf_reflect
{
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.0 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=chrome.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_chrome_body~vf_reflect
{
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.0 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=chrome_body.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_lether~vf_bumpspeca
{
  cast_shadow=1
  shininess=45
  specular=1.8 1.8 1.85 1
  tangents=1
  layer0
  {
    map=leather.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=leather.tga
  }
}
shader_lether1~vf_bumpspeca
{
  cast_shadow=1
  shininess=29
  specular=0.9 0.9 0.99 1
  tangents=1
  layer0
  {
    map=leather1.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=leather1.tga
  }
}
shader_lether2~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=leather2.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_carbon~vf_reflect
{
cull=none
compression=0
reflect=3
specular=1 1 1
shininess=180
tangents=0
fresnel
{
 bias=0.06
 scale=0.98
 power=2
}
layer0
{
map=carbon.tga
}
layer1
{
map=$trackenvmap
mode=linear
}
}
shader_liczniki~vf_standard
{
  layer0
  {
    map=liczniki.tga
  }
}
shader_diffuse~vf_standard
{
  layer0
  {
    map=diffuse.tga
  }
}
shader_motor~vf_standard
{
  layer0
  {
    map=motor.tga
  }
}
shader_clima~vf_standard
{
  layer0
  {
    map=clima.tga
  }
}
shader_climatronic~vf_standard
{
  layer0
  {
    map=climatronic.tga
  }
}
shader_001~vf_standard
{
  layer0
  {
    map=001.tga
  }
}
shader_tdi~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=1
  specular=0.8 0.8 0.8 0.8
  shininess=55
  layer0
  {
    map=tdi.tga
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_rejstracja~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=plate.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=tirea0_bump.tga
  }
}
shader_ramka~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=ramka.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_metal~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=1
  specular=0.6 0.6 0.6 0.6
  shininess=50
  layer0
  {
    map=metal.tga
  }
  layer1
  {
  map=$trackenvmap
  texgen_s=reflection_map
  texgen_t=reflection_map
  texgen_r=reflection_map
  shininess=10
  specular=0.95 0.95 0.95
  }
  layer2
  {
  map=Chrome.bmp
  blendfuncne src_alpha
 }
}
shader_chrome~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=chrome2.tga
  }
}
shader_vehiclelights128~vf_standard
{
  cast_shadow=1
  compression=0
  reflect=1
  specular=0.3 0.3 0.3 0.3
  shininess=50
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_cd2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=cd2.tga
  }
}
shader_przod~vf_standard
{
  layer0
  {
    map=przod.tga
  }
}
shader_czarne~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=czarne.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_tire~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=tire.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_rant~vf_reflect
{
  cast_shadow=1
  reflect=1
  diffuse=1 1 1 1
  ambient=0.9 0.9 0.9 1
  specular=0 0 0 0
  shininess=26
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=rant.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_wheel~vf_reflect_bump
{
  cast_shadow=1
  reflect=1
  diffuse=0.06 0.06 0.06 1
  ambient=0.03 0.03 0.03 1
  specular=0.6 0.6 0.62 1
  shininess=28
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=wheel.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_kolpak~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=kolpak.tga
  }
}
shader_diskas~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=diskas.tga
  }
}
shader_pioneer~vf_standard
{
  layer0
  {
    map=pioneer.tga
  }
}
shader_stal~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=stal.tga
  }
}
shader_lights1~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights1.tga
       blendfunc=add
       ;texenv=replace
       emission=500 500 500 1
    }
}
shader_brake~vf_standard
{
  sort_offset=1
  layer0
    {
       map=brake.tga
       blendfunc=add
       ;texenv=replace
       emission=650 650 650 1
    }
}
shader_lights2~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights2.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
    }
}
shader_lights3~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights3.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
    }
}
shader_lights4~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights4.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
    }
}
shader_lights5~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights5.tga
       blendfunc=add
       ;texenv=replace
       emission=550 550 550 1
    }
}
shader_lights6~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights6.tga
       blendfunc=add
       ;texenv=replace
       emission=950 950 950 1
    }
}
shader_lights7~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights7.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
    }
}
shader_lights8~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights8.tga
       blendfunc=add
       ;texenv=replace
       emission=950 950 950 1
    }
}
shader_lights9~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights9.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 1
    }
}