;
; 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_bump
{
  compression=0
  reflect=0.5
  specular=1 1 1
  shininess=50
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=karoseria.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=bodycolorM.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_windows~vf_reflect
{
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szyby.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_chrome
{
  cull=back
  layer0
    {
      map=chrome.tga
      mipmap=0
      shininess=90
      specular= 1 1 1
      ambient=.5 .5 .5
    }
  layer1
    {
      map=$trackenvmap
      ;texgen_s=normal_map
      ;texgen_t=normal_map
      ;texgen_r=normal_map
      texgen_s=reflection_map
      texgen_t=reflection_map
      texgen_r=reflection_map
      emission= 1 1 1
      blendfunc=one src_color
    }
}
shader_black~vf_standard
{
  layer0
  {
    map=black.tga
    blendfunc=blend
  }
}
shader_nodambora~vf_standard
{
  layer0
  {
    map=nodambora.tga
    blendfunc=blend
  }
}
shader_metal~vf_reflect
{
  compression=0
  reflect=1
  specular=0.3 0.3 0.3 0.3
  shininess=50
  layer0
  {
    map=metal.tga
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_inside~vf_standard
{
  layer0
  {
    map=inside.tga
  }
}
shader_untitled1~vf_standard
{
  layer0
  {
    map=untitled 1.tga
  }
}
shader_lights~vf_standard
{
  layer0
  {
    map=lights.tga
  }
}
shader_undercarriage~vf_standard
{
  layer0
  {
    map=undercarriage.tga
  }
}
shader_bframe~vf_standard
{
  layer0
  {
    map=bframe.tga
  }
}
shader_vehiclelights128~vf_standard
{
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_logo~vf_standard
{
  layer0
  {
    map=logo.tga
  }
}
shader_znak~vf_standard
{
  layer0
  {
    map=znak.tga
  }
}
shader_plate~vf_standard
{
  layer0
  {
    map=plate.tga
  }
}
shader_kierownica~vf_standard
{
  layer0
  {
    map=swheel.tga
  }
}
shader_kierownica2~vf_standard
{
  layer0
  {
    map=kierownica2.tga
  }
}
shader_airbag~vf_standard
{
  layer0
  {
    map=airbag.tga
  }
}
shader_climatronic~vf_standard
{
  layer0
  {
    map=climatronic.tga
  }
}
shader_r32~vf_standard
{
  layer0
  {
    map=r32.tga
  }
}
shader_tc~vf_standard
{
  layer0
  {
    map=tc.tga
  }
}
shader_lights1~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights1.tga
       blendfunc=add
       ;texenv=replace
       emission=30 30 30 1
    }
}
shader_lights2~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights2.tga
       blendfunc=add
       ;texenv=replace
       emission=20 20 20 1
    }
}
shader_lights3~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights3.tga
       blendfunc=add
       ;texenv=replace
       emission=10 10 10 1
    }
}
shader_lights4~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights4.tga
       blendfunc=add
       ;texenv=replace
       emission=5 5 5 1
    }
}
shader_vehiclelights129
{
  sort_offset=1
  layer0
    {
       map=vehiclelights129.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_shina~vf_standard
{
  layer0
  {
    map=shina.tga
  }
}
shader_disc~vf_standard
{
  layer0
  {
    map=disc.tga
  }
}
shader_nodambora~vf_standard
{
  layer0
  {
    map=nodambora.tga
  }
}
shader_obraz~vf_standard
{
  layer0
  {
    map=obraz.tga
  }
}
shader_chrome~vf_standard
{
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
      shininess=42
      specular=1 1 1 1
  }
  layer1
  {
    map=chrome.tga
    blendfunc=one src_alpha
  shininess=35
  specular=0.76 0.75 0.74
  }
}
shader_profile01~vf_standard
{
  layer0
  {
    map=profiel01.tga
  }
}
shader_plastic~vf_standard
{
  layer0
  {
    map=plastic.tga
  }
}
shader_optik~vf_standard
{
  layer0
  {
    map=optik.tga
  }
}
shader_czarne~vf_standard
{
  layer0
  {
    map=czarne.tga
  }
}
shader_side~vf_standard
{
  layer0
  {
    map=side.tga
  }
}
shader_blchrom~vf_reflect
{
  compression=0
  reflect=1
  specular=0.3 0.3 0.3 0.3
  shininess=50
  layer0
  {
    map=blchrom.tga
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_22~vf_standard
{
  layer0
  {
    map=22.tga
  }
}
shader_11~vf_standard
{
  layer0
  {
    map=11.tga
  }
}
shader_tire~vf_standard
{
  layer0
  {
    map=tire.tga
  }
}
shader_konig_style03~vf_standard
{
  layer0
  {
    map=konig_style03.tga
  }
}

shader_rim~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.2
  shininess=11
  specular=0.02 0.02 0.02 1
  diffuse=1 1 1 1
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=wheel.tga
    mipmap=0
  }
shader_chrom~vf_standard
{
layer0
{
map=chrom.tga
}
shader_tire~vf_standard
{
layer0
{
map=tire.tga
}

shader_22
{
 layer0
   {
    map=22.tga
    emission=0 0 0 1
    shininess=0
    specular=0 0 0 1
   }
} 
shader_opona
{
 layer0
   {
    map=tire11.tga
    emission=0 0 0 1
    shininess=0
    specular=0 0 0 1
   }
} 
shader_11
{
 layer0
   {
    map=11.tga
    emission=0 0 0 1
    shininess=0
    specular=0 0 0 1
   }
} 
