;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_body~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.2
  shininess=11
  specular=0.02 0.02 0.02 1
  diffuse=1 1 1 1
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=karoseria.tga
    mipmap=0
  }
}
shader_chrome~vf_reflect
{
  cast_shadow=1
  reflect=1
  shininess=15
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=chrom.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_chr~vf_reflect
{
  cast_shadow=1
  reflect=1
  shininess=15
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=chrome.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_chrom_felga~vf_reflect
{
  cast_shadow=1
  cast_shadow=0
  reflect=0.3
  shininess=10
  specular=0.1 0.1 0.1 1  
  fresnel
  {
    bias=0.1
    scale=1.9
    power=2
  }
  layer0
  {
    map=chrome.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
shader_black~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
shader_koupak~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=kolpak.tga
  }
}
shader_tyre~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pack_tire1.tga
  }
}
shader_int01~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=int01.tga
  }
}
shader_swiatla_tyl~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fonar.tga
  }
}
shader_skor~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=w140_leather_light 1.tga
  }
}
shader_czesci~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=underwing.tga
  }
}
shader_podwozie~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=dno.tga
  }
}
shader_skora~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=lether.tga
  }
}
shader_skora_deska~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=letherbl.tga
  }
}
shader_zderzak_dol~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
shader_bumperz~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bump.tga
  }
}
shader_underboot~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=underboot.tga
  }
}
shader_pack~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pack_2.tga
  }
}
shader_wykladziny~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=floor.tga
  }
}
shader_fotele1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=seatdoor.tga
  }
}
shader_fotele_obicie~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=seat.tga
  }
}
shader_drewno~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wood.tga
  }
}
shader_przyciski~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=button.tga
  }
}
shader_glosniki~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=w140_dinam1.tga
  }
}
shader_pribor~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pribor.tga
  }
}
shader_prajbor~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pribor.bmp
  }
}
shader_engine~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=gm_engine.tga
  }
}
shader_pack1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=pack_abs.tga
  }
}
shader_underbonnet~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=underbonnet.tga
  }
}
shader_dach~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=roof.tga
  }
}
shader_undercarriage~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=me12.tga
  }
}
shader_bolt~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bolt.tga
  }
}
shader_wydech~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=gk.tga
  }
}
shader_chlodnica~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=radiator.tga
  }
}
shader_engine1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=engine2.tga
  }
}
shader_bonnet1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bonnet.tga
  }
}
shader_dinamic~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=dinamick.tga
  }
}
shader_bagarzink~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=boot1.tga
  }
}
shader_kierun~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=povorot.tga
  }
}
shader_lampa~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fara.tga
    blendfunc=blend 
  }
}
shader_swheel~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=w140_leather_light 1.tga
  }
}
shader_szyby~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=2.0
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=1 1 1
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_22~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=22.tga
  }
}
shader_11~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=11.tga
  }
}
shader_1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=w140_leather_light 12.tga
  }
}
shader_112~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=w140_leather_light 12.tga
  }
}
shader_klima~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=w140_but1.tga
  }
}
shader_mirror~vf_standard
{
  diffuse=.5 .5 .5
  layer0
    {
       map=$mirror
    }
}
shader_lights1~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lights1.tga
    emission=200 200 200 1 
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_lights2~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lights2.tga
    emission=200 200 200 1 
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_stop~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lights_brake.tga
    emission=200 200 200 1 
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_re~vf_standard
{
	sort_offset=1
  layer0
  {
	map=reversee.tga
    emission=200 200 200 1 
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_signal2~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lampka.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_podsw~vf_standard
{
	sort_offset=1
  layer0
  {
	map=podswietlenie.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_pdsw1~vf_standard
{
	sort_offset=1
  layer0
  {
	map=podswietlenie2.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_kontrolle~vf_standard
{
	sort_offset=1
  layer0
  {
	map=dlugie_kontrolka.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_signal1~vf_standard
{
  layer0
  {
    map=kierunkowskaz.tga
    blendfunc=blend
    emission=512 128 0 0
  }
}
shader_signal3~vf_standard
{
  layer0
  {
    map=kierunkowskaz1.tga
    blendfunc=blend
    emission=512 128 0 0
  }
}