;
; 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
  }
}
shader_karoseria~vf_reflect_bump
{
  cast_shadow=1
  compression=0
  reflect=0.5
  specular=1 1 1
  shininess=50
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=karoseria.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=bodycolorM.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_szyby~vf_reflect
{
cast_shadow=1
sort_offset=1
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szyby.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_szybyklosze~vf_reflect
{
cast_shadow=1
sort_offset=1
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szybyklosze.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_szybyprzodswiatla~vf_reflect
{
cast_shadow=1
sort_offset=1
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szybyprzodswiatla.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_chrome~vf_reflect
{
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
      shininess=42
      specular=1 1 1 1
  }
  layer1
  {
    map=chrome.tga
    blendfunc=one src_alpha
  shininess=35
  specular=0.76 0.75 0.74
  }
}
shader_metal~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=1
  specular=0.3 0.3 0.3 0.3
  shininess=50
  layer0
  {
    map=metal.tga
  }
  layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_ttrs_interior~vf_bumpspeca
{
  cast_shadow=1
  shininess=28
  specular=0.8 0.8 0.88 1
  tangents=1
  layer0
  {
    map=ttrs_interior.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=interior_bump.tga
  }
}
shader_vehiclelights128~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_underbody~vf_standard
{
  cast_shadow=1
layer0
 {
  map=underbody.tga
  specular=0.05 0.05 0.05
  shininess=24
 blendfunc=blend
 }
}
shader_ttrs_bodymisc~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=ttrs_bodymisc.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_exhausts~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=exhausts.tga
  }
}
shader_rejstracja~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=plate.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_ramka~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=ramka.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_ttrs_engine~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=ttrs_engine.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_czarne~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=czarne.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=nodamage_bump.tga
  }
}
shader_ttrs_dials~vf_standard
{
  layer0
  {
    map=ttrs_dials.tga
    blendfunc=blend
  }
}
shader_ttrs_lights~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ttrs_lights.tga
    blendfunc=blend
  }
}
shader_felga~vf_reflect_bump
{
  cast_shadow=1
  compression=0
  reflect=0.5
  specular=1 1 1
  shininess=50
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=felga.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=felga.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_tire~vf_bumpspeca
{
  cast_shadow=1
  shininess=18
  specular=0.4 0.4 0.45 1
  tangents=1
  layer0
  {
    map=tire.tga
  }
}
shader_needle~vf_standard
{
  layer0
  {
    map=needle.tga
  }
}
shader_audinavi~vf_standard
{
  layer0
  {
    map=audinavi.tga
  }
}
shader_Brake~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Brake.tga
       blendfunc=add
       ;texenv=replace
       emission=350 350 350 1
    }
}
shader_re~vf_standard
{
  sort_offset=1
  layer0
    {
       map=re.tga
       blendfunc=add
       ;texenv=replace
       emission=120 120 120 1
    }
}
shader_lights1~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights1.tga
       blendfunc=add
       ;texenv=replace
       emission=250 250 250 1
    }
}
shader_lights2~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights2.tga
       blendfunc=add
       ;texenv=replace
       emission= 50  50  50 1
    }
}
shader_lights3~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights3.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 2
    }
}
shader_Mirror
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}