; 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_bump
{
  cast_shadow=1
  tangents=1
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_reflect
{
  ; Just reflection
  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_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
  }
}
shader_karoseria~vf_reflect
{
tangents=1
compression=1
reflect=0.5
diffuse=0.75 0.75 0.75 1
ambient=0.5 0.5 0.5 1
shininess=16
specular=0.2 0.2 0.2 1
fresnel
 {
   bias=0.1
   power=3.0
   scale=0.9
 }
layer0
 {
  map=karoseria.tga
 }
layer1
 {
  map=$trackenvmap
 }
layer2
 {
   map=karoseria.tga
   mipmap_lod_bias=-1 
   }
}
shader_aluminium~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=10
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=aluminium.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_szyby~vf_glass

{
sort_offset=1
reflect=0.9
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=szyby.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_lights~vf_glass

{
sort_offset=1
reflect=0.3
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=lights.tga
  shininess=480
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_lights_lod0~vf_glass

{
sort_offset=1
reflect=0.3
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=lights_lod0.tga
  shininess=480
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_interior~vf_glass

{
sort_offset=1
reflect=0.3
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=interior.tga
  shininess=480
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_mirror~vf_reflect
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}
shader_interior_lod0~vf_standard
{
 layer0
 {
  map=interior_lod0.tga
 }
}
shader_pretoc~vf_standard
{
 layer0 
 { 
  map=pretoc.tga
 }
}
shader_4~vf_standard
{
 layer0 
 { 
  map=4.tga
 }
}
shader_vehiclelights128~vf_standard
{
 layer0 
 { 
  map=vehiclelights128.tga
 }
}
shader_wheel~vf_standard
{
 layer0 
 { 
  map=wheel.tga
 }
}
shader_undercarriage~vf_standard
{
 layer0 
 { 
  map=undercarriage.tga
 }
}
shader_bottom~vf_standard
{
 layer0 
 { 
  map=bottom.tga
 }
}
shader_nodamage_lod0~vf_standard
{
 layer0 
 { 
  map=nodamage_lod0.tga
 }
}
shader_bandana~vf_standard
{
 layer0 
 { 
  map=bandana.tga
 }
}
shader_hellandreas~vf_standard
{
 layer0 
 { 
  map=hellandreas.tga
 }
}
shader_bremze~vf_standard
{
 layer0 
 { 
  map=bremze.tga
 }
}
shader_bbs~vf_standard
{
 layer0 
 { 
  map=bbs.tga
 }
}
shader_ramka~vf_standard
{
 layer0 
 { 
  map=ramka.tga
 }
}
shader_rej~vf_standard
{
 layer0 
 { 
  map=rej.tga
 }
}
shader_kierunek~vf_standard
{
sort_offset=1
 layer0
 {
map=kierunek.tga
   emission=100 100 100 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_red~vf_standard
{
sort_offset=1
 layer0
 {
map=red.tga
   emission=150 150 150 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_vehiclelightson128~vf_standard
{
sort_offset=1
 layer0
 {
map=vehiclelightson128.tga
   emission=70 70 70 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_lights1~vf_standard
{
sort_offset=1
 layer0
 {
map=lights1.tga
   emission=70 70 70 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_biale~vf_standard
{
sort_offset=1
 layer0
 {
map=biale.tga
   emission=120 120 120 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}