; 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
  }
}

;-------------------------------------------------------------------- VW GOLF MK3  -----------------------------------------------------------



shader_kebulas~vf_reflect
{
cast_shadow=1
motion_blur=1
cull=none
compression=0
reflect=0.05
shininess=23
diffuse=0.045 0.052 0.068
ambient=0.045 0.052 0.068
specular=0.045 0.052 0.068
fresnel
{
 bias=0.05
 power=2.0
 scale=1.0
}
layer0
{
 map=kebulas.tga
}
layer1
{
 map=$trackenvmap
}
}
shader_blue~vf_reflect
{
cast_shadow=1
motion_blur=1
cull=none
compression=0
reflect=0.05
shininess=23
diffuse=0.000 0.108 0.255
ambient=0.000 0.108 0.255
specular=0.000 0.108 0.255
fresnel
{
 bias=0.05
 power=2.0
 scale=1.0
}
layer0
{
 map=blue.tga
}
layer1
{
 map=$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=1.0
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=$trackenvmap
  depthwrite=0
 }
}
shader_goferon~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=goferon.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_gofer~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=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=gofer.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_baer
{
	layer0
	{
		map=gradient.tga
		texgen_s=sphere_map
		texgen_t=sphere_map
		emission=1. 1. 1. 1.
	}
	layer1
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		blendfunc=filter
		shininess=24
		specular=0.75 0.75 0.75
                mipmap=1
	}
	layer2
	{
		map=baer.tga
		blendfunc=one src_alpha
                mipmap=1
	}
}
shader_baer1
{
	layer0
	{
		map=gradient.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
                mipmap=1
	}
	layer2
	{
		map=baer1.tga
		blendfunc=one src_alpha
                mipmap=1
	}
}


;---------------------------------------------------------------------------------

shader_gofry
{
  layer0
  {
    map=gofry.tga
  }
}
shader_gulf
{
  layer0
  {
    map=gulf.tga
  }
}
shader_gulfon
{
  layer0
  {
    map=gulfon.tga
  }
}
shader_gofer
{
  layer0
  {
    map=gofer.tga
  }
}
shader_golf
{
  layer0
  {
    map=golf.tga
  }
}
shader_emzone_kebulas
{
  layer0
  {
    map=emzone_kebulas.tga
  }
}
shader_emzone_detales
{
  layer0
  {
    map=emzone_detales.tga
  }
}
shader_emzone_galine_lempa
{
  layer0
  {
    map=emzone_galine_lempa.tga
  }
}
shader_emzone_galine_lempaon
{
  layer0
  {
    map=emzone_galine_lempaon.tga
  }
}
shader_emzone_stiklai
{
  layer0
  {
    map=emzone_stiklai.tga
  }
}
shader_emzone_stiklaion
{
  layer0
  {
    map=emzone_stiklaion.tga
  }
}
shader_goferek
{
  layer0
  {
    map=goferek.tga
  }
}
shader_
{
	layer0
	{
		map=.tga
		blendfunc=blend
    		depthwrite=0
	}
}
shader_
{
	layer0
	{
		map=.tga
		blendfunc=blend
    		depthwrite=0
	}
}
shader_huzat
{
  layer0
  {
    map=huzat.tga
  }
}
shader_vehiclelights128
{
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_plate
{
  layer0
  {
    map=plate.tga
  }
}
shader_defletores
{
  layer0
  {
    map=defletores.tga
  }
}
shader_pisca
{
  layer0
  {
    map=pisca.tga
  }
}
shader_kmh
{
  layer0
  {
    map=kmh.tga
  }
}
shader_rpm
{
  layer0
  {
    map=rpm.tga
  }
}
shader_brembo
{
  layer0
  {
    map=brembo.tga
  }
}
shader_lanternas
{
  layer0
  {
    map=lanternas.tga
  }
}



shader_metal
{
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
      shininess=42
      specular=1 1 1 1
  }
  layer1
  {
    map=chrome.tga
    blendfunc=one src_alpha
  shininess=35
  specular=0.76 0.75 0.74
  }
}



;---------------------------------------------------------------------------------



shader_tire
{
  layer0
  {
    map=tirea0.tga
  }
}

;---------------------------------------------------------------------------------

;---------------------------------------------------------------------------------


shader_Windows
{
  layer0
  {
    ;depthwrite=0
    map=Windows.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=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    depthwrite=0
  }
}
shader_Windows1
{
  layer0
  {
    ;depthwrite=0
    map=Windows1.tga
    blendfunc=blend
  }
  layer1
  {
    ;depthwrite=0
    texenv=replace
    map=fresnel2.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    blendfunc=one dst_alpha
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    depthwrite=0
  }
}
shader_Windback
{
  layer0
  {
    ;depthwrite=0
    map=Windback.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_Mirror
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}

;---------------------------------------------------------------------------------

shader_Lights
{
  sort_offset=1
  layer0
    {
       map=Lights.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights1
{
  sort_offset=1
  layer0
    {
       map=Lights1.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights2
{
  sort_offset=1
  layer0
    {
       map=Lights2.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights3
{
  sort_offset=1
  layer0
    {
       map=Lights3.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights4
{
  sort_offset=1
  layer0
    {
       map=Lights4.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights5
{
  sort_offset=1
  layer0
    {
       map=Lights5.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights6
{
  sort_offset=1
  layer0
    {
       map=Lights6.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights7
{
  sort_offset=1
  layer0
    {
       map=Lights7.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_Lights8
{
  sort_offset=1
  layer0
    {
       map=Lights8.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}

;---------------------------------------------------------------------------------

shader_Brakes
{
  sort_offset=1
  layer0
    {
       map=Brakes.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_rpmon
{
sort_offset=1
layer0
{
map=rpmon.tga
blendfunc=blend
texenv=replace
emission=1 1 1 1
 }
}
shader_kmhon
{
sort_offset=1
layer0
{
map=kmhon.tga
blendfunc=blend
texenv=replace
emission=1 1 1 1
 }
}
shader_tread
{
  layer0
  {
    map=tread.tga
     texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
  }
}
shader_Rim
{
  layer0
  {
    map=wheel.tga
     texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
  }
}
shader_inner_Rim
{
  layer0
  {
    map=wheel.tga
     texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
  }
}
shader_chrome_Rim
{
  layer0
  {
    map=wheel.tga
     texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
  }
}
shader_chrome
{
  layer0
  {
    map=chrome.tga
  }
}
shader_luz_estrada
{
  cull=back
 	layer0
  	{
    		map=luz estrada.tga
    		shininess=0
    		specular=0 0 0 1
    		emission=0.1 0.1 0.1 0
    		depthwrite=0
    		blendfunc=src_alpha one
            mipmap_lod_bias=-6
    }
}
shader_kiera~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
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=kiera.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_kiera2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=kiera2.tga
  }
}
shader_kiera3~vf_reflect
{
 cast_shadow=1
 layer0 
 {
  map=kiera3.tga
  emission=0 0 0 1
   reflect=0.1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
 }
}
shader_skora2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=skora2.tga
  }
}
shader_airbag~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=airbag.tga
  }
}
shader_chrom~vf_reflect
{
  reflect=0.3
  shininess=15
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=chrom.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_biale~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=biale.tga
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
shader_tablica~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=tablica.tga
  }
}
shader_plastik~vf_standard
{
  cast_shadow=1
  ;ambient=0.35 0.35 0.35
  ;diffuse=0.25 0.25 0.25
  layer0
  {
    map=plastik.tga
    depthwrite=1
    specular=0 0 0
    shininess=30
  }
}
shader_plastik2~vf_standard
{
  cast_shadow=1
  ;ambient=0.35 0.35 0.35
  ;diffuse=0.25 0.25 0.25
  layer0
  {
    map=plastik2.tga
    depthwrite=1
    specular=0 0 0
    shininess=30
  }
}