remap2; 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_body~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.3
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=body.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_vehiclelights128~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=vehiclelights128.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_taillights~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=taillights.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

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

shader_chrome~vf_reflect
{
cast_shadow=0
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_czarne~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=czarne.tga
  }
}
shader_3szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=3szary.tga
  }
}

shader_1szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=1szary.tga
  }
}
shader_2szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=2szary.tga
  }
}
shader_4szary~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=4szary.tga
  }
}
shader_remap2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=remap2.tga
  }
}

shader_interior_lod0~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_de8d9a15~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=de8d9a15.tga
  }
}
shader_number~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=number.tga
  }
}


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_white~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.1
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=white.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
