; 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_bodycolor~vf_reflect
{
        cast_shadow=1
        cull=none
        material=metal
	compression=0
        reflect=0.05
	shininess=16
	specular=0.20 0.20 0.20 0.20
	fresnel
	{
		bias=0.05
		power=2.0
		scale=.9
	}
	layer0
	{
		map=bodycolor.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_hks~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=2.0
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=hks.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_hand~vf_bump
{
  compression=0
  reflect=2
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=30
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=hand.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=handn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}
shader_exh~vf_reflect
{
        cast_shadow=0
        cull=none
	compression=0
	reflect=0.6
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=exh.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_METAL~vf_reflect
{
reflect=1.357
diffuse=1 1 1
ambient=0.57 0.57 0.57
shininess=753
specular=0.357 0.357 0.357
;cull=none
layer0
{
  map=METAL.tga
  
 }
 layer1
  {
   map=$trackenvmap
   }
}

shader_white~vf_standard
{
 cast_shadow=0
 layer0
   {
     map=white.tga
     blendfunc=src_alpha one_minus_src_alpha
     mipmap=0
     depthwrite=0
   }
}
shader_windows~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=windows.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_windowsdark~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=windowsdark.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_glass~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=glass.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_logo~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=logo.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$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=$trackenvmap
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=czarne.tga
  }
}
shader_misc~vf_bump
{
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=misc.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=miscn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}


shader_thread_caliper_mag~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=thread_caliper_mag.tga
  }
}
shader_cinza2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=cinza2.tga
  }
}
shader_cinza1~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=cinza1.tga
  }
}

shader_interior~vf_bump
{
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=interior.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=interiorn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}
shader_wood~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=wood.tga
  }
}
shader_plate~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=plate.tga
  }
}
shader_lanternas~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=lanternas.tga
  }
}
shader_boot~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=boot.tga
  }
}


shader_chassis1~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=chassis1.tga
  }
}
shader_chassis2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=chassis2.tga
  }
}
shader_engine~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=engine.tga
  }
}
shader_underbody~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=underbody.tga
  }
}
shader_seats~vf_bump
{
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=seats.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=seatsn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
}
}
shader_carpet~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=carpet.tga
  }
}
shader_dial~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=dial.tga
  }
}
shader_s3_hatsolampa_tok~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=s3_hatsolampa_tok.tga
  }
}
shader_gumin~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gumin.tga
  }
}
shader_brake_pad~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=brake_pad.tga
  }
}



shader_gumiout~vf_bump
{
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=gumiout.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=gumioutn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}
shader_gumin~vf_bump
{
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=gumin.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=guminn.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}
shader_~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gumiout.tga
  }
}
shader_~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gumin.tga
  }
}
shader_gumin~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gumin.tga
  }
}


shader_vehiclelightson~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=vehiclelights128on.tga
  }
}
shader_kierunki~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=carpback.tga
  }
}


shader_opona~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=emzone_padanga.tga
  }
}

shader_RS6Misc~vf_standard
{
  layer0 
  {    
    map=RS6Misc.tga
  }
}


shader_hdm_01_rev2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=hdm_01_rev2.tga
  }
}
shader_hdm_01_spd2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=hdm_01_spd2.tga
  }
}

shader_germany~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=germany.tga
  }
}
shader_tarcza~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=emzone_stabdziu_diskas.tga
  }
}
shader_rim~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.02
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=rim.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}


shader_Lights~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Lights.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
    }
}

shader_Lights1~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Lights1.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
    }
}
shader_Lights2~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Lights2.tga
       blendfunc=add
       ;texenv=replace
       emission=250 250 250 1
    }
}
  }
}
shader_Lights3~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Lights3.tga
       blendfunc=add
       ;texenv=replace
       emission=350 350 350 1
    }
}
shader_Lights4~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Lights4.tga
       blendfunc=add
       ;texenv=replace
       emission=50 50 50 1
    }
}
shader_Brakes~vf_standard
{
  sort_offset=1
  layer0
    {
       map=Brakes.tga
       blendfunc=add
       ;texenv=replace
       emission=250 250 250 1
    }
}
shader_vehiclelights128~vf_standard
{
  sort_offset=1
  layer0
    {
       map=vehiclelights128.tga
       blendfunc=add
       ;texenv=replace
       emission=325 325 325 1
    }
}
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_HDM_01_spd2on~vf_standard
{
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=HDM_01_spd2on.tga
  emission=155 155 155 1
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}




;;;silnik;;;;;


shader_blackQ~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=blackQ.tga
  }
}

shader_interior_leatherQ~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=interior_leatherQ.tga
  }
}

shader_interior_plasticQ~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=interior_plasticQ.tga
  }
}

shader_colors2Q~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=colors2Q.tga
  }
}

shader_metalQ~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=metalQ.tga
  }
}

shader_hdm_01_rev2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=hdm_01_rev2.tga
  }
}

shader_yellowQ~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=yellowQ.tga
  }
}

shader_rustyQ~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=rustyQ.tga
  }
}

shader_czarneQ~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=czarneQ.tga
  }
}

shader_xxx~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=xxx.tga
  }
}




;antena cb;;;
 shader_gumacb~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=gumacb.tga
  }
}
shader_szarycb~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=szarycb.tga
  }
}
shader_cbtex~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=cbtex.tga
  }
}


;;rota
shader_rotatirea0~vf_reflect
{
  cast_shadow=1
  layer0
  {
    map=rotawheel.tga
  }
}
shader_gumin~vf_bump
{
  compression=0
  ambient=0.2 0.2 0.2
  diffuse=0.5 0.52 0.53
  specular=0.03 0.03 0.032
  shininess=15
  tangents=1
  layer0
  {
    mipmap_lod_bias=-3
    map=rotatirea0.tga
  }
  layer1
  {
     mipmap_lod_bias=-3
     map=rotatirea0n.tga
     mode=linear
   }
  layer2
  {
     map=$trackenvmap
     mode=linear
  }
}