; 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
  }
}
shader_buda~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=buda.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_nikiel~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=nikiel.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_vehiclelights128~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=vehiclelights128.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_white~vf_standard
{
 cast_shadow=0
 layer0
   {
     map=white.tga
     blendfunc=src_alpha one_minus_src_alpha
     mipmap=0
     depthwrite=0
   }
}
shader_szyby~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=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=$trackenvmap
   depthwrite=0
   }
}
shader_naklejkaszyba~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=naklejkaszyba.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_klosze~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=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=klosze.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_chrome~vf_reflect
{
cast_shadow=0
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.0 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=chrome.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=czarne.tga
  }
}
shader_3szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=3szary.tga
  }
}


shader_fotele~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=fotele.tga
  }
}
shader_1szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=1szary.tga
  }
}
shader_2szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=2szary.tga
  }
}
shader_4szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=4szary.tga
  }
}
shader_wood~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=wood.tga
  }
}
shader_clima2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=clima2.tga
  }
}
shader_motor~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=motor.tga
  }
}
shader_diffuse~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=diffuse.tga
  }
}

shader_vehiclelightson~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=vehiclelights128on.tga
  }
}
shader_kierunki~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=carpback.tga
  }
}


shader_opona~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=emzone_padanga.tga
  }
}

shader_RS6Misc~vf_standard
{
  layer0 
  {    
    map=RS6Misc.tga
  }
}


shader_hdm_01_rev2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=hdm_01_rev2.tga
  }
}
shader_hdm_01_spd2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=hdm_01_spd2.tga
  }
}

shader_kol3230~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=kol3230.tga
  }
}
shader_tarcza~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=emzone_stabdziu_diskas.tga
  }
}
shader_emzone_palange~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.02
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=emzone_palange.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}


shader_swiatla~vf_standard
{
  sort_offset=1
  layer0
    {
       map=vehiclelights128on.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}

shader_orange~vf_standard
{
  sort_offset=1
  layer0
    {
       map=vehiclelights128on.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_brake~vf_standard
{
  sort_offset=1
  layer0
    {
       map=vehiclelights128.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
  }
}
shader_wsteczny~vf_standard
{
  sort_offset=1
  layer0
    {
       map=carpback.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}

shader_mirror
{
  cast_shadow=1
  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_HDM_01_spd2on~vf_standard
{
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=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=HDM_01_spd2on.tga
  emission=155 155 155 1
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_HDM_01_rev2on~vf_standard
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=HDM_01_rev2on.tga
  emission=155 155 155 1
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
}

