vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_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_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
;SHADER DEFINITIONS
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_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_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}



shader_karoseria~vf_reflect
{
	cast_shadow=1
	motion_blur=1
	cull=none
	compression=0
	reflect=0.3
	shininess=15
	diffuse=.5 .5 .5
	ambient=1 1 1 1
	specular=0.25 0.23 0.18 1.00
	fresnel
	{
		bias=0.05
		power=2.0
		scale=1.0
	}
	layer0
	{
		map=karoseria.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_szyby~vf_reflect
{
cast_shadow=1
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
map=szyby.tga
shininess=20
blendfunc=blend
specular=0.0 0.0 0.0 1.0
depthwrite=0
}
layer1
{
 map=$trackenvmap
 depthwrite=0
}
}
shader_lights_lod0~vf_reflect
{
cast_shadow=1
;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=lights_lod0.tga
shininess=20
blendfunc=blend
specular=0.0 0.0 0.0 1.0
depthwrite=0
}
layer1
{
 map=$trackenvmap
 depthwrite=0
}
}
shader_interior_lod0~vf_reflect
{
cast_shadow=1
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
map=interior_lod0.tga
shininess=0
blendfunc=blend
specular=0.0 0.0 0.0 1.0
depthwrite=0
}
layer1
{
 map=$trackenvmap
 depthwrite=0
}
}
shader_Mirror~vf_standard
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.1 0.1 0.1 0.1
    }
}
shader_transit_lod0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=transit_lod0.tga
  }
}
shader_czarne~vf_standard
{
  layer0
  {
    map=czarne.tga
  }
}
shader_plastic3_nrm~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastic3_nrm.tga
  }
}
shader_plastic2_nrm~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastic2_nrm.tga
  }
}
shader_leather_s_lod0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=leather_s_lod0.tga
  }
}
shader_rejestracja~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=rejestracja.tga
  }
}
shader_vehiclelights128~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_undercarriage~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=undercarriage.tga
  }
}
shader_headliner_s_lod0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=headliner_s_lod0.tga
  }
}
shader_mat_carpet~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=mat_carpet.tga
  }
}
shader_plastic_dash~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastic_dash.tga
  }
}
shader_transit_tex~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=transit_tex.tga
  }
}
shader_nodamage_lod0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=nodamage_lod0.tga
  }
}
shader_vehiclelightson128~vf_standard
{
sort_offset=1
 layer0
 {
map=vehiclelightson128.tga
   emission=150 150 150 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_biale~vf_standard
{
sort_offset=1
 layer0
 {
map=biale.tga
   emission=150 150 150 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
shader_czerwone~vf_standard
{
sort_offset=1
 layer0
 {
map=czerwone.tga
   emission=150 150 150 1
   shininess=0
   specular=0 0 0 1
   blendfunc=blend
 }
}
