;Team NFS Toyota Supra

vf_bump
{
	vertex_shader
	{
		file=dyn_standard_bump_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_bump_f.cg
	}
}

vf_heat
{
	vertex_shader
	{
		file=dyn_standard_v.cg
	}
	fragment_shader
	{
		file=standard_heat_f.cg
	}
}

vf_reflect
{
	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_window
{
	vertex_shader
	{
		file=dyn_standard_reflect_window_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_reflect_window_f.cg
	}
}

; materials

shader_body~vf_reflect
{
	compression=0
	material=metal
	reflect=0.5
	shininess=16
	specular=0.1 0.01 0.0 1.0
	fresnel
	{
		bias=0.1
		power=2.0
		scale=0.9
	}
	layer0
	{
		map=body.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_glass~vf_reflect_window
{
	cast_shadow=0
	compression=0
	reflect=0.2
	shininess=0
	sort_offset=1
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.2
		power=1.0
		scale=0.8
	}
	layer0
	{
		map=windows.tga
		blendfunc=blend
	}
	layer1
	{
		map=$trackenvmap
		alpha_to_coverage=1
	}
}

shader_visor~vf_reflect_window
{
	cast_shadow=0
	compression=0
	reflect=0.1
	shininess=0
	sort_offset=1
	specular=0 0 0 1.00
	layer0
	{
		map=driver.tga
		blendfunc=blend
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_glass_interior~vf_standard
{
	cast_shadow=0
	compression=0
	shininess=0
	sort_offset=1
	specular=0.00 0.00 0.00 1.00
	layer0
	{
		map=windows_interior.tga
		blendfunc=blend
	}
}

shader_black~vf_standard
{
	compression=0
	layer0
	{
		map=black.tga
	}
}

shader_chrome~vf_reflect
{
	compression=0
	reflect=1.0
	shininess=32
	specular=1.00 1.00 1.00 1.00
	layer0
	{
		map=chrome.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_plastic~vf_standard
{
	compression=0
	reflect=0.1
	shininess=16
	specular=0.1 0.1 0.08 1.00
	layer0
	{
		map=plastic.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_sw~vf_standard
{
	compression=0
	layer0
	{
		map=sw.tga
	}
}

shader_driver~vf_standard
{
	compression=0
	shininess=0
	specular=0
	layer0
	{
		map=driver.tga
	}
}

shader_interior~vf_standard
{
	compression=0
	layer0
	{
		map=interior.tga
	}
}

shader_shadow~vf_standard
{
	compression=0
	layer0
	{
		map=shadow.tga
	}
}

shader_caliper~vf_standard
{
	compression=0
	layer0
	{
		map=caliper.tga
	}
}

shader_rim~vf_reflect
{
	compression=0
	reflect=0.05
	shininess=32
	specular=0.30 0.30 0.30 1.00
	layer0
	{
		map=rim.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_tire~vf_bump
{
	compression=0
	shininess=12
	specular=0.50 0.50 0.50 1.00
	tangents=1
	layer0
	{
		map=tire.tga
	}
	layer1
	{
		map=tire_nrm.tga
		mode=linear
	}
}

shader_disc~vf_heat
{
	compression=0
	shininess=16
	specular=0.10 0.10 0.10 1.00
	layer0
	{
		map=disc.tga
	}
}

shader_lights~vf_reflect_window
{
	cast_shadow=0
	compression=0
	reflect=0.1
	shininess=16
	sort_offset=1
	specular=0.05 0.05 0.05 1.00
	layer0
	{
		map=lights.tga
		blendfunc=blend
		emission=100 100 100 1.00
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_lights_interior~vf_standard
{
	cast_shadow=0
	compression=0
	sort_offset=1
	layer0
	{
		map=lights_interior.tga
		emission=75 75 75 1.00
	}
}

shader_lights_brake~vf_reflect_window
{
	cast_shadow=0
	compression=0
	reflect=0.1
	shininess=16
	sort_offset=1
	specular=0.05 0.05 0.05 1.00
	layer0
	{
		map=lights.tga
		blendfunc=blend
		emission=150 150 150 1.00
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_lights_reverse~vf_reflect_window
{
	cast_shadow=0
	compression=0
	reflect=0.1
	shininess=16
	sort_offset=1
	specular=0.05 0.05 0.05 1.00
	layer0
	{
		map=lights.tga
		emission=100 100 100 1.00
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_mirrors~vf_standard
{
	compression=0
	diffuse=0.10 0.10 0.10 1.00
	layer0
	{
		map=$mirror
   		texscale_s=1
  		texscale_r=1
  		texscale_t=1
	}
}