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_body~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.8
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=body.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_badge~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.3
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=nodamage.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_black~vf_reflect
{
        cast_shadow=1
        cull=none
	compression=0
	reflect=0.3
	shininess=0
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=black.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_glass~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
cast_shadow=1
layer0
{
 map=glass.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_glasslight~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
cast_shadow=1
layer0
{
 map=lightsglass.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_czerwone~vf_reflect
{
  cast_shadow=1
  reflect=1
  diffuse=0 0 0 1
  ambient=0 0 0 1
  specular=1.10 1 0.80 1
  shininess=80
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=czerwone.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_mirror~vf_standard
{	
  diffuse=0.1 0.1 0.1
  cast_shadow=1
  layer0
   {
     map=$mirror
;     texscale_s=1
;     texscale_r=1
;     texscale_t=1
;     emission=0.3 0.3 0.3 1
   }
}
shader_wnetrze~vf_bump
{
  specular=0.28 0.28 0.28
  shininess=46
  layer0
  {
    map=interior_lod0.tga
  }
  layer1
  {
    map=interior_lod1.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_reflector~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=lights.tga
  }
  layer1
  {
    map=lights_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_podwozie~vf_standard
{
 cast_shadow=1
 layer0 
 { 
  map=undercarriage.tga
 }
}
shader_ramka~vf_standard
{
 cast_shadow=1
 layer0 
 { 
  map=ramka.tga
 }
}
shader_rej~vf_standard
{
 cast_shadow=1
 layer0 
 { 
  map=rej.tga
 }
}
shader_digital_gauge~vf_standard
{
 layer0 
 {
  map=digital.tga
  emission=10 10 10 1
   shininess=0
   specular=0 0 0 1
   depthwrite=1
  blendfunc=blend
 }
}
shader_lights1~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightson.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_brakes~vf_emission
{
  layer0
    {
       map=lightson.tga
       blendfunc=add
       texenv=replace
       emission=550 550 550 1
    } 
}
shader_re~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightson.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_lightsin~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightsin.tga
    blendfunc=add
    ;texenv=replace
    emission=25 25 25 1
  }
}
shader_signals~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightson.tga
    blendfunc=add
    ;texenv=replace
    emission=150 150 150 1
  }
}
shader_lights9~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lights9.tga
    blendfunc=add
    ;texenv=replace
    emission=50 50 50 1
  }
}
shader_felga~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=wheel.tga
  }
  layer1
  {
    map=wheel_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_opona~vf_bump
{
  specular=0.02 0.02 0.02
  shininess=8
  layer0
  {
    map=tirea0.tga
  }
  layer1
  {
    map=tirea1.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_diskas
{
  layer0
  {
    map=diskas.tga
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
}