; 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_bump
{
  ; For the tires
  diffuse=1 1 1
  ambient=1 1 1
  shininess=2
  specular=1 1 1
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_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_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_chrome
{
  reflect=0.5
  shininess=10
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=0.25 0.25 0.25 1
  mipmap_bias=0
  cast_shadow=1
  fresnel
  {
    bias=0.8
    scale=0.2
    power=4.0
  }
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}

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

shader_remap~vf_reflect
{
  fresnel
  {
    bias=0.8
    scale=0.2
    power=4.0
  }
  layer0
  {
    map=remap.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  diffuse=0.97 0.25 0 1
  ambient=0.88 0.19 0 1
  shininess=14
  specular=1 0.75 0.25 1
  cast_shadow=1
  reflect=0.1
}

shader_matte1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte1.tga
  }
}

shader_matte2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte2.tga
  }
}

shader_matte3~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10 ;10
  specular=0.02 0.02 0.02 1  ;0.02
  layer0
  {
    map=matte3.tga
  }
}

shader_remap~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=2
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=2.0
    scale=0.9
  }
  layer0
  {
    map=remap.tga
    mipmap=0
  }
}

shader_remap2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=2
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=2.0
    scale=0.9
  }
  layer0
  {
    map=remap.tga
    mipmap=0
  }
}

shader_carbon~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=1
  shininess=8
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=9.0
    scale=0.9
  }
  layer0
  {
    map=carbon.tga
    mipmap=0
  }
}

shader_matte4~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=16
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte4.tga
  }
}

shader_matte5~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte5.tga
  }
}

shader_matte6~vf_reflect_chrome
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte6.tga
  }
}

shader_lights_LOD0~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=1
  shininess=16
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=6.0
    scale=0.9
  }
  layer0
  {
    map=lights_LOD0.tga
    mipmap=0
  }
}

shader_vehiclelights~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0
  shininess=16
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=6.0
    scale=0.9
  }
  layer0
  {
    map=vehiclelights.tga
    mipmap=0
  }
}

shader_lights_LOD0~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0
  shininess=16
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=6.0
    scale=0.9
  }
  layer0
  {
    map=lights_LOD0.tga
    mipmap=0
  }
}

shader_matte7~vf_reflect_chrome
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte7.tga
  }
}

shader_vol~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=vol.tga
  }
}

shader_mirror~vf_standard
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}

shader_nodamage_lod0~vf_reflect_chrome
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=nodamage_lod0.tga
  }
}

shader_silver~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=silver.tga
  }
}

shader_silver2~vf_standard
{
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=silver.tga
  }
}

shader_LightFL~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=10
  shininess=16
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=6.0
    scale=0.9
  }
  layer0
  {
    map=LightFL.tga
    mipmap=0
  }
}

shader_LightFR~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=10
  shininess=16
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=6.0
    scale=0.9
  }
  layer0
  {
    map=LightFR.tga
    mipmap=0
  }
}

shader_lights_LOD01~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=0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lights_LOD0.tga
 shininess=3
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}


shader_LightRL~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=LightRL.tga
  }
}

shader_LightRR~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=LightRR.tga
  }
}



shader_~vf_bump
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=.tga
  }
}

shader_black~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=black.tga
  }
}

shader_undercarriage~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=undercarriage.tga
  }
}

shader_carpet_black~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=carpet_black.tga
  }
}


shader_interior_lod0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=interior_lod0.tga
  }
}

shader_interior_emissive_lod0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=interior_emissive_lod0.tga
  }
}

shader_digits~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=digits.tga
  }
}


shader_digits2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=digits.tga
  }
}

shader_badging~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=badging.tga
  }
}

shader_vehicle_generic_doorshut~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=vehicle_generic_doorshut.tga
  }
}

shader_tirea0~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  diffuse=.5 .5 .5 1
  ambient=.5 .5 .5 1
  shininess=100
  motion_blur=0
  tangents=1
  layer0
  {
    map=tirea0.tga
  }
  layer1
  {
    map=tirea0bump.tga
    mode=linear
  }
}

shader_wheel_LOD0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wheel_LOD0.tga
  }
}

shader_wheel_LOD0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=.tga
  }
}

shader_~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=.tga
  }
}

shader_~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=.tga
  }
}

shader_~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=.tga
  }
}

shader_~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=.tga
  }
}

shader_~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=.tga
  }
}

shader_vehiclelightson~vf_standard
{
emission=200 200 200 1
sort_offset=1
layer0
 {
  map=vehiclelights_on.tga
 }
}

shader_lightfron~vf_standard
{
emission=800 800 800 1
sort_offset=1
layer0
 {
  map=vehiclelights_on.tga
 }
}

shader_lightflon~vf_standard
{
emission=800 800 800 1
sort_offset=1
layer0
 {
  map=vehiclelights_on.tga
 }
}

shader_vehiclelightson~vf_standard
{
emission=200 200 200 1
sort_offset=1
layer0
 {
  map=vehiclelights_on.tga
 }
}

shader_vehiclelightsreverse~vf_standard
{
emission=200 200 200 1
sort_offset=1
layer0
 {
  map=vehiclelights_on.tga
 }
}

shader_lightrron~vf_standard
{
emission=200 200 200 1
sort_offset=1
layer0
 {
  map=vehiclelights_on.tga
 }
}

shader_lightrlon~vf_standard
{
emission=200 200 200 1
sort_offset=1
layer0
 {
  map=vehiclelights_on.tga
 }
}

shader_mirror
{
  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_mirror2
{
  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
  }
}


