vf_reflect
{
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_reflect_bump_c
{
  cast_shadow=1
  tangents=1
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f_spec.cg
  }
}
vf_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bump
{
  cast_shadow=1
  compression=0
  tangents=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_chrome
{
  reflect=2.9
  shininess=40
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=0.25 0.25 0.25 1
  mipmap_bias=4
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  cast_shadow=1
  compression=0
  tangents=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_standard_harmonie_1
{
  ambient=0.15 0.15 0.15
  diffuse=0.07 0.07 0.07
  specular=0.05 0.05 0.05
  cast_shadow=1
  compression=0
  tangents=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_bump_reflect
{
  cast_shadow=1
  compression=0
  tangents=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
shader_karoseria~vf_reflect
{
  reflect=0.20
  cast_shadow=1
  cull=none
  ambient=0.70 0.70 0.68
  diffuse=0.60 0.60 0.58
  shininess=12
  specular=0 0 0 0
  mipmap_bias=4
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=karoseria.bmp
  }
  layer1
  {
    map=$trackenvmap
  }
}
::::::::SZYBY::::::
shader_szyby~vf_reflect
{
  sort_offset=1
  cull=none
  reflect=1
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=szyby.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_szybylicznik~vf_glass
{
  sort_offset=1
  cull=none
  reflect=1
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=szybylicznik.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_wnetrze6~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=0.6
  shininess=16
  specular=0 0 0 0
  mipmap_bias=5
  layer0
  {
    map=wnetrze6.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
::::::::::::::::::::Wnerze::::::::::::::
shader_czarne~vf_standard_harmonie_1
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=czarne.tga
    shininess=11
  }
}
shader_3~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=3.tga
    specular=0.05 0.05 0.05 1.0 
    shininess=11 
  }
}
shader_2~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=2.tga
    specular=0.05 0.05 0.05 1.0 
    shininess=11 
  }
}
shader_5~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=5.tga
  }
  layer1
  {
    map=skora_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_6~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=6.tga
    shininess=11 
  }
}
shader_1111~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=1111.tga
  }
  layer1
  {
    map=1111_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_skora~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=skora.tga
  }
  layer1
  {
    map=skora_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_skora1~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=skora1.tga
  }
  layer1
  {
    map=alfa_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_2222~vf_standard
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=2222.tga
  }
  layer1
  {
    map=2222_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_czerwone~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=czerwone.tga
    specular=0.05 0.05 0.05 1.0 
    shininess=11 
  }
}
shader_konsola~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=konsola.tga
    specular=0.05 0.05 0.05 1.0 
    shininess=11 
  }
}
shader_22~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=22.tga
    specular=0.05 0.05 0.05 1.0 
    shininess=11 
  }
}
shader_11~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=11.tga
    specular=0.05 0.05 0.05 1.0 
    shininess=11 
  }
}
shader_2~vf_standard
{
  sort_offset=1
  reflect=0
  cull=none
  layer0
  {
    map=2.tga
    specular=0.05 0.05 0.05 1.0 
    shininess=11 
  }
}

::::::::::::::::METAL:::::::::::::
shader_metal~vf_reflect
{
  sort_offset=1
  reflect=0.10
  mipmap_bias=2
  ambient=0.5 0.5 0.5
  diffuse=0.2 0.2 0.2
  cull=none
  layer0
  {
    map=metal.tga
    shininess=15
    specular=1.5 1.5 1.5
  }
  layer1
  {
    map=$trackenvmap
  }
}
::::::::INNE:::::::::::::::::::::
shader_silnik~vf_standard
{
  layer0
  {
    map=silnik.tga
    mipmap_lod_bias=-1
  }
}
shader_tut_alvaz~vf_standard
{
  layer0
  {
    map=tut_alvaz.tga
    mipmap_lod_bias=-1
  }
}
shader_glszklo~vf_bump
{
  reflect=0.3
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=glszklo.tga
  }
  layer1
  {
    map=glszklo_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_glasshh~vf_bump
{
  reflect=0.3
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=glasshh.tga
  }
  layer1
  {
    map=glasshh_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_wheel_lod0~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=wheel_lod0.tga
  }
  layer1
  {
    map=wheel_lod1.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_tyres~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=tyres.tga
  }
  layer1
  {
    map=tyres_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_interior_lod0~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=interior_lod0.tga
  }
  layer1
  {
    map=1111_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_plastic_dash~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=plastic_dash.tga
  }
  layer1
  {
    map=plastic_dash_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_plastic~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=plastic.tga
  }
  layer1
  {
    map=plastic_dash_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_disk~vf_standard
{
  layer0
  {
    map=disk.tga
    mipmap_lod_bias=-1
  }
}
shader_vehiclelights128~vf_standard
{
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_wheel~vf_bump
{
  specular=0.05 0.05 0.05
  shininess=12
  layer0
  {
    map=wheel.tga
  }
  layer1
  {
    map=wheel_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_tirea0~vf_bump
{
  specular=0.03 0.03 0.03
  shininess=12
  layer0
  {
    map=tirea0.tga
  }
  layer1
  {
    map=tirea0_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_mirror~vf_standard
{	
  diffuse=0.1 0.1 0.1
  layer0
   {
     map=$mirror
;     texscale_s=1
;     texscale_r=1
;     texscale_t=1
;     emission=0.3 0.3 0.3 1
   }
}
shader_mirror_r~vf_standard
{	
  diffuse=0.1 0.1 0.1
  layer0
   {
     map=$mirror_r
;     texscale_s=1
;     texscale_r=1
;     texscale_t=1
;     emission=0.3 0.3 0.3 1
   }
}
shader_gl~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=10 10 10 0
  emission=310 310 310 0
  layer0
  {
    map=gl.tga
    blendfunc=blend
  }
}
shader_gls~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=10 10 10 0
  emission=210 210 210 0
  layer0
  {
    map=gls.tga
    blendfunc=blend
  }
}
shader_vehiclelights128on~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=10 10 10 0
  emission=210 210 210 0
  layer0
  {
    map=vehiclelights128on.tga
    blendfunc=blend
  }
}