;
; 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
  }
}
;;;;;;;;START CAR SHADERS;;;;;;;;;

shader_emzone_remap~vf_reflect
{
tangents=1
diffuse=2.0 2.0 2.0
ambient=1.2 1.2 1.2
specular=0 0 0
shininess=100
reflect=0.25
compression=0
  layer0
  {
    map=emzone_remap.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}
shader_sciroco_ratas~vf_reflect
{
tangents=1
diffuse=2.0 2.0 2.0
ambient=1.2 1.2 1.2
specular=0 0 0
shininess=100
reflect=0.25
compression=0
  layer0
  {
    map=sciroco_ratas.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}
shader_lusterka~vf_standard
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}
shader_emzone_stiklai~vf_reflect
{
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szyby.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_emzone_aliumas~vf_reflect
{
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_sciroco_lempos~vf_standard
{
  layer0
  {
    map=sciroco_lempos.tga
  }
}
shader_sciroco_detales~vf_standard
{
layer0
 {
  map=sciroco_detales.tga
 }
}
shader_emzone_juoda~vf_standard
{
layer0
 {
  map=emzone_juoda.tga
 }
}
shader_emzone_plasmase~vf_standard
{
layer0
 {
  map=emzone_plasmase.tga
 }
}
shader_emzone_detales~vf_standard
{
layer0
 {
  map=emzone_detales.tga
 }
}
shader_sciroco_salonas~vf_standard
{
layer0
 {
  map=sciroco_salonas.tga
 }
}
shader_sciroco_salonas1~vf_standard
{
layer0
 {
  map=sciroco_salonas1.tga
 }
}
shader_numeriai~vf_standard
{
layer0
 {
  map=numeriai.tga
 }
}
shader_carplate~vf_standard
{
layer0
 {
  map=biale.tga
 }
}
shader_emzone_padanga~vf_standard
{
layer0
 {
  map=emzone_padanga.tga
 }
}
shader_emzone_stabdziu_diskas~vf_standard
{
layer0
 {
  map=emzone_stabdziu_diskas.tga
 }
}
shader_lightson~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lightson.tga
       blendfunc=add
       ;texenv=replace
       emission=500 500 500 1
    }
}
shader_salonason~vf_standard
{
  sort_offset=1
  layer0
    {
       map=salonas.tga
       blendfunc=add
       ;texenv=replace
       emission=500 500 500 1
    }
}
shader_brakesrodek~vf_standard
{
  sort_offset=1
  layer0
    {
       map=brakesrodek.tga
       blendfunc=add
       ;texenv=replace
       emission=500 500 500 1
    }
}
shader_right~vf_standard
{
  sort_offset=1
  layer0
    {
       map=right.tga
       blendfunc=add
       ;texenv=replace
       emission=500 500 500 1
    }
}
shader_left~vf_standard
{
  sort_offset=1
  layer0
    {
       map=left.tga
       blendfunc=add
       ;texenv=replace
       emission=500 500 500 1
    }
}
shader_beaml~vf_standard
{
  sort_offset=1
  layer0
    {
       map=beaml.tga
       blendfunc=add
       ;texenv=replace
       emission=500 500 500 1
    }
}