; 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=$trackenvmap
 }
layer2
 {
   map=noise.tga
   mipmap_lod_bias=-1 
   }
}
shader_inner_rim~vf_reflect
{
   cast_shadow=0
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=wheel.tga
   }
   layer1
   {
       map=$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=$trackenvmap
   }
}
shader_badge~vf_standard
{
  layer0
  {
    map=interior_lod0.tga
    blendfunc=blend
  }
}
shader_napis~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=brembo_logotipas.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_badge2~vf_standard
{
cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=nodamage.tga
    blendfunc=blend
  }
}
shader_chrome~vf_reflect
{
  cast_shadow=0
  reflect=0.3
  shininess=10
  specular=0.1 0.1 0.1 1  
  fresnel
  {
    bias=0.1
    scale=1.9
    power=2
  }
  layer0
  {
    map=chrome.tga
  }
  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~vf_standard
{
  shininess=128
  cast_shadow=0
  specular=0.03 0.03 0.03 1 
  tangents=1
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_carbonfiber~vf_reflect
{
  cast_shadow=0
  compression=0
  reflect=0.1
  shininess=16
  specular=0.02 0.02 0.02 1
  diffuse=1 1 1 1
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=carbonfiber.tga
    mipmap=0
  }
}
shader_black~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
  cast_shadow=1
  layer0
  {
    map=black.tga
  }
}
shader_lights~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=lights.tga
  }
}

shader_grille1~vf_bump
{
  cast_shadow=1
  reflect=0
  specular=0.25 0.25 0.25
  shininess=25
  motion_blur=1
  tangents=1
  layer0
  {
    map=grille1.tga
  }
  layer1
  {
    map=grille1_bump.tga
    mode=linear
  }
}
shader_undercarriage~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=undercarriage.tga
  }
}
shader_tire~vf_bump
{
  cast_shadow=1
  shininess=10
  specular=0.2 0.2 0.2 1
  tangents=1
  layer0
  {
    map=tireA0.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=tireA0_bump.tga
  }
}
shader_rej~vf_bump
{
  cast_shadow=0
  reflect=0
  specular=0.2 0.2 0.25
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=rej.tga
  }
  layer1
  {
    map=rej_bump.tga
    mode=linear
  }
}
shader_ramka~vf_standard
{
  layer0
  {
    map=ramka.tga
  }
}
shader_czarne~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
  layer0
  {
    map=czarne.tga
  }
}
shader_plate_JP~vf_standard
{
reflect=0.07
ambient=1 1 1
specular=0.07 0.07 0.07
shininess=24.57
  layer0
  {
    map=plate_JP.tga
  }
}
shader_lights1~vf_standard
{
sort_offset=1
 layer0
 {
map=lights1.tga
   emission=100 100 100 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_brakes~vf_standard
{
sort_offset=1
 layer0
 {
map=brakes.tga
   emission=100 100 100 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_czerwone2~vf_standard
{
sort_offset=1
 layer0
 {
map=czerwone2.tga
   emission=100 100 100 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_biale~vf_standard
{
sort_offset=1
 layer0
 {
map=biale.tga
   emission=100 100 100 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
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_tarcza~vf_standard
{
  layer0
  {
    map=stabdziu_diskas.tga
  }
}
shader_czerwone~vf_standard
{
  layer0
  {
    map=czerwone.tga
  }
}
shader_czarne~vf_standard
{
  layer0
  {
    map=czarne.tga
  }
}