; 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_Primary~vf_reflect
{
        cast_shadow=1
        cull=none
        material=metal
	compression=0
        reflect=0.05
	shininess=16
	specular=0.20 0.20 0.20 0.20
	fresnel
	{
		bias=0.05
		power=2.0
		scale=.9
	}
	layer0
	{
		map=lakier.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_Details~vf_standard
{
cast_shadow=1
  layer0
  {
    map=Details.tga

    blendfunc=blend
  }
}

shader_Plate~vf_standard
{
cast_shadow=1
  layer0
  {
    map=Plate.tga

  }
}
shader_Underbody~vf_standard
{
cast_shadow=1
  layer0
  {
    map=Underbody.tga

  }
}


shader_1szary~vf_standard
{
cast_shadow=1
  layer0
  {
    map=1szary.tga

  }
}
shader_2szary~vf_standard
{
cast_shadow=1
  layer0
  {
    map=2szary.tga

  }
}
shader_3szary~vf_standard
{
cast_shadow=1
  layer0
  {
    map=3szary.tga

  }
}
shader_4szary~vf_standard
{
cast_shadow=1
  layer0
  {
    map=4szary.tga

  }
}

shader_tasmapas~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=tasmapas.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=tasmapasn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
} 
shader_apteczka~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=apteczka.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=apteczkan.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
} 
shader_kablerozruchowe~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=kablerozruchowe.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=kablerozruchowen.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
} 


shader_szklo~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=szklo.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}

shader_Odblysniki~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=2.0
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=Odblysnik.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}	}
}
shader_windows~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=windows.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_rim~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=rim.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_wheel~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=wheel.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=wheeln.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}

shader_interior_j~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=interior_j.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=interior_jn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
} 
shader_tapicerka~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=tapicerka.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=tapicerkan.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
} 

shader_buttons~vf_standard
{
cast_shadow=1
  layer0
    {
      map=buttons.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
    }
} 
shader_dywanik~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=dywanik.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=dywanikn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
} 

shader_kierownica~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=kierownica.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=kierownican.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}  
shader_krata~vf_bump
{
cast_shadow=1
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=krata1.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=krata1n.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}  
 shader_maledriver~vf_standard
{
  layer0
    {
      map=maledriver.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=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_gauges~vf_standard
{
cast_shadow=1
  layer0
    {
      map=gauges.tga
    }
}
shader_headlights~vf_standard
{
sort_offset=1
  layer0
    {
cast_shadow=1
      map=headlights.tga
      emission=1 1 1 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
      blendfunc=blend
    }
}


shader_aluminium~vf_standard
{
cast_shadow=1
  layer0
    {
      map=aluminium.tga
    }
}
shader_czarne~vf_standard
{
cast_shadow=1
  layer0
    {
      map=czarne.tga
    }
}
shader_nodamage~vf_standard
{
cast_shadow=1
  layer0
    {
      map=nodamage.tga
    }
}


shader_kierunkowskazy~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Details.tga
       blendfunc=blend
       ;texenv=replace
       emission=250 250 250 1
    }
}


shader_swiatla_glow~vf_standard
{
sort_offset=1
cull=none
  layer0
    {
       map=swiatla_glow.tga
       blendfunc=blend
       emission=450 450 450 1
       depthwrite=1
    }
}
shader_gauges_glow~vf_standard
{
sort_offset=1
  layer0
    {
      map=gauges_glow.tga
      emission=50 50 50 1
      depthwrite=1
      blendfunc=blend
    }
}
shader_headlights~vf_standard
{
sort_offset=1
  layer0
    {
cast_shadow=1
      map=headlights.tga
      emission=450 450 450 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
      blendfunc=blend
    }
}

shader_wsteczny~vf_reflect
{
cast_shadow=0

sort_offset=1
models..
reflect=0.05
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=wsteczny.tga
emission=350 350 350 1
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
