vf_standard
{
  cast_shadow=1
  cull=none
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_windows
{
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.5
  }
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_reflect
{
  cull=none
  cast_shadow=1
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump
{
  cull=none
  compression=0
  shininess=50
  motion_blur=0
  mipmap_bias=1
  tangents=1
  cast_shadow=1
  fresnel
  {
    bias=0.1
    scale=0.1
    power=100
  }
  reflect=0
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
body
{
  cull=none
  cast_shadow=1
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
  tangents=1
  compression=0
  reflect=1
  cull=back
  ambient=0.094 0.108 0.082 1
  diffuse=0.094 0.108 0.082 1
  specular=0.45 0.400 0.280 1
  shininess=20
  mipmap_bias=1.00
  fresnel
  {
    bias=0.03
    scale=3
    power=10
  }
}
shader_couleur~body
{
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_jante~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ; For normal rims
  ; ambient=0.20 0.20 0.20 1
  ; diffuse=0.25 0.25 0.25 1
  specular=0.40 0.40 0.40
  mipmap_bias=8.00
  shininess=25
  reflect=0.10
  ;For Dark rims :
  ; ambient=0.02 0.02 0.02 1
  ; diffuse=0.02 0.02 0.02 1
  ; specular=0.04 0.04 0.04
  ; mipmap_bias=0.00
  ; shininess=40
  ; reflect=0.04
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/jante_celsium.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_pneu~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.02 0.02 0.02
  shininess=15
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_noir~vf_standard
{
  cull=none
  ambient=0.01 0.01 0.01 1
  diffuse=0.01 0.01 0.01 1
  specular=0.02 0.02 0.02 1
  shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_noir_brillant~vf_reflect
{
  reflect=0.05
  cull=none
  specular=0.01 0.01 0.01
  ambient=0.001 0.001 0.001
  diffuse=0.001 0.001 0.001
  shininess=10
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_solid~vf_standard
{
  cull=none
  ambient=0.001 0.001 0.001 1
  diffuse=0.001 0.001 0.001 1
  specular=0.00 0.00 0.00 0
  shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_exterieur_trans~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=0.05
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_exterieur~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=0.50
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_chrome~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ambient=0.33 0.33 0.33 1
  diffuse=0.38 0.38 0.38 1
  specular=0.40 0.40 0.40
  shininess=25
  reflect=2.00
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_vitres~vf_windows
{
  sort_offset=111
  reflect=1
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_glace_phare~vf_windows
{
  sort_offset=111
  reflect=0.25
  layer0
  {
    map=textures/glace_ph.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_glace_feux~vf_windows
{
  sort_offset=111
  reflect=0.25
  ; Feux standard
  ambient=0.210 0.020 0.010 1
  diffuse=0.210 0.020 0.010 1
  specular=0.10 0.000 0.000 1
  ; Feux GT
  ; ambient=0.060 0.001 0.001 1
  ; diffuse=0.060 0.001 0.001 1
  ; specular=0.10 0.000 0.000 1
  layer0
  {
    map=textures/glace_feux.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_glasse_feux_opaque~vf_windows
{
  sort_offset=111
  reflect=0.25
  ; Phase 1
  ambient=0.480 0.480 0.480 1
  diffuse=0.480 0.480 0.480 1
  specular=0.00 0.000 0.000 1
  ; Phase 2
  ; ambient=0.060 0.001 0.001 1
  ; diffuse=0.060 0.001 0.001 1
  ; specular=0.10 0.000 0.000 1
  layer0
  {
    map=textures/glace_feux.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=1
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=1
  }
}
shader_disque
{
  motion_blur=0
  reflect=0.0
  ; Brake disc
  layer0
  {
    map=textures/exterieur.tga
    emission=0 0 0 1
    shininess=32
    specular=0.1 0.1 0.1 1
  }
  ; Brakedisc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    ; Burn heat through texture's alpha
    file=standard_heat_f.cg
  }
}
shader_retros~vf_standard
{
  ambient=0.10 0.10 0.10 1
  diffuse=0.10 0.10 0.10 1
  shininess=15
  layer0
  {
    map=$mirror
  }
}
shader_degi~vf_standard
{
  specular=0.000 0.000 0.000 0.000
  shininess=30
  cull=none
  layer0
  {
    map=textures/degi.tga
    blendfunc=blend
  }
}
;
;
;
;
;
;
;																							INTERIEUR
;
;
;
;
;
;
;
;
;
;
shader_kmh~vf_standard
{
  cull=back
  ;ambient=0.025 0.025 0.025 1
  ;diffuse=0.025 0.025 0.025 1
  specular=0.03 0.030 0.030 1
  shininess=20
  layer0
  {
    map=hud/kmh.tga
  }
}
shader_rpm~vf_standard
{
  cull=back
  ;ambient=0.025 0.025 0.025 1
  ;diffuse=0.025 0.025 0.025 1
  specular=0.03 0.030 0.030 1
  shininess=20
  layer0
  {
    map=hud/rpm7k.tga
  }
}
;
;
;								INTERIEUR : FINITION
;
;
shader_hp~vf_standard
{
  cull=back
  ; harmonie carbonne
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.038 0.038 0.038 1
  ; harmonie grege
  ; ambient=0.200 0.200 0.150 1
  ; diffuse=0.200 0.200 0.150 1
  ; specular=0.200 0.200 0.150 1
  shininess=45
  layer0
  {
    map=textures/hp.tga
    blendfunc=blend
  }
}
shader_plastique_bas~vf_bump
{
  cull=back
  ; harmonie carbonne
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.038 0.038 0.038 1
  ; harmonie grege
  ; ambient=0.200 0.200 0.150 1
  ; diffuse=0.200 0.200 0.150 1
  ; specular=0.200 0.200 0.150 1
  shininess=45
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_moquette~vf_standard
{
  cull=back
  ; harmonie carbonne
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.038 0.038 0.038 1
  ; harmonie grege
  ; ambient=0.200 0.200 0.150 1
  ; diffuse=0.200 0.200 0.150 1
  ; specular=0.200 0.200 0.150 1
  shininess=20
  layer0
  {
    map=textures/moquette.tga
  }
}
shader_baguette_tbd~vf_bump
{
  cull=back
  ; harmonie carbonne
  ambient=0.100 0.100 0.100 1
  diffuse=0.100 0.100 0.105 1
  specular=0.180 0.180 0.185 1
  ; harmonie grege
  ; ambient=0.180 0.180 0.135 1
  ; diffuse=0.180 0.180 0.135 1
  ; specular=0.180 0.180 0.155 1
  shininess=20
  layer0
  {
    map=textures/baguette.tga
  }
  layer1
  {
    map=textures/baguette_bump.tga
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_cuir~vf_bump
{
  cull=back
  ; Cuir noir
  ambient=0.02 0.02 0.02 1
  diffuse=0.02 0.02 0.02 1
  specular=0.01 0.01 0.01 1
  ; Cuir marron
  ; ambient=0.222 0.158 0.074 1
  ; diffuse=0.222 0.158 0.074 1
  ; specular=0.222 0.158 0.074 1
  ; harmonie grege
  ; ambient=0.200 0.200 0.150 1
  ; diffuse=0.200 0.200 0.150 1
  ; specular=0.200 0.200 0.150 1
  shininess=30
  layer0
  {
    map=textures/cuir.tga
  }
  layer1
  {
    map=textures/cuir_bump.tga
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_cuir_perf~vf_bump
{
  cull=back
  ; Cuir noir
  ambient=0.010 0.010 0.010 1
  diffuse=0.010 0.010 0.010 1
  specular=0.014 0.014 0.014 1
  ; Cuir marron
  ; ambient=0.222 0.158 0.074 1
  ; diffuse=0.222 0.158 0.074 1
  ; specular=0.222 0.158 0.074 1
  shininess=30
  layer0
  {
    map=textures/cuir_perf.tga
  }
  layer1
  {
    map=textures/cuir_perf_bump.tga
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_sieges~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  ; GT
  ; specular=0.02 0.02 0.02
  ; ambient=0.30 0.30 0.30 1
  ; diffuse=0.30 0.30 0.30 1
  ; Harmonie carbonne
  ; specular=0.01 0.01 0.01
  ; ambient=0.015 0.015 0.015 1
  ; diffuse=0.015 0.015 0.015 1
  ; harmonie grege
  ; ambient=0.200 0.200 0.150 1
  ; diffuse=0.200 0.200 0.150 1
  ; specular=0.200 0.200 0.150 1
  ; Cuir rouge coupe
  ambient=0.10 0.02 0.02 1
  diffuse=0.10 0.04 0.04 1
  specular=0.04 0.02 0.02 1
  ; Cuir marron
  ; ambient=0.222 0.158 0.074 1
  ; diffuse=0.222 0.158 0.074 1
  ; specular=0.222 0.158 0.074 1
  shininess=15
  layer0
  {
    map=textures/cuir.tga
  }
  layer1
  {
    map=textures/cuir_bump.tga
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_plastique_solid~vf_standard
{
  cull=back
  ; harmonie carbonne
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.038 0.038 0.038 1
  ; harmonie grege
  ; ambient=0.200 0.200 0.150 1
  ; diffuse=0.200 0.200 0.150 1
  ; specular=0.200 0.200 0.150 1
  shininess=20
  layer0
  {
    map=textures/col.tga
  }
}
shader_console_centrale~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  cull=back
  ; GT
  ambient=0.15 0.15 0.15 1
  diffuse=0.35 0.35 0.35 1
  specular=0.20 0.20 0.20 1
  ; harmonie carbonne
  ; ambient=0.012 0.012 0.012 1
  ; diffuse=0.012 0.012 0.012 1
  ; specular=0.038 0.038 0.038 1
  ; harmonie grege
  ; ambient=0.200 0.200 0.150 1
  ; diffuse=0.200 0.200 0.150 1
  ; specular=0.200 0.200 0.190 1
  shininess=20
  reflect=0.001
  mipmap_bias=30
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_surpiqures~vf_standard
{
  cull=back
  ; blanc
  ; ambient=0.70 0.70 0.70
  ; diffuse=0.70 0.70 0.70
  ; noir
  ; ambient=0.02 0.02 0.02
  ; diffuse=0.02 0.02 0.02
  ; Rouge 
  ambient=0.10 0.02 0.02 1
  diffuse=0.10 0.02 0.02 1
  specular=0.00 0.00 0.00 1
  shininess=20
  layer0
  {
    map=textures/surpiqures.tga
    blendfunc=blend
  }
}
;
;
;								INTERIEUR : GENERIQUES
;
;
shader_alu~vf_standard
{
  cull=back
  ambient=0.250 0.250 0.255 1
  diffuse=0.270 0.270 0.280 1
  specular=0.550 0.550 0.550 1
  shininess=20
  layer0
  {
    map=textures/col.tga
  }
}
shader_plastique~vf_standard
{
  cull=back
  ambient=0.025 0.025 0.025 1
  diffuse=0.025 0.025 0.025 1
  specular=0.03 0.030 0.030 1
  shininess=12
  layer0
  {
    map=textures/col.tga
  }
}
shader_plastique_haut~vf_bump
{
  cull=back
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.03 0.030 0.030 1
  shininess=20
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_ciel_de_toit~vf_standard
{
  cull=back
  ambient=0.800 0.800 0.800 1
  diffuse=0.800 0.800 0.800 1
  specular=0.03 0.030 0.030 1
  shininess=20
  layer0
  {
    map=textures/ciel_de_toit.tga
  }
}
shader_surpiqures_2~vf_standard
{
  cull=back
  ; blanc
  ambient=0.70 0.70 0.70
  diffuse=0.70 0.70 0.70
  ; noir
  ; ambient=0.02 0.02 0.02
  ; diffuse=0.02 0.02 0.02
  specular=0.00 0.00 0.00 1
  shininess=20
  layer0
  {
    map=textures/surpiqures_2.tga
    blendfunc=blend
  }
}
;
;
;											LUMIERES
;
;
shader_exterieur_on~vf_lumieres
{
  sort_offset=-99
  shininess=13
  specular=0.07 0.07 0.07 1
  ambient=2 2 2 2
  diffuse=3 3 3 3
  emission=4 4 4 4
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_temoins~vf_lumieres
{
  sort_offset=-10
  shininess=13
  specular=0.07 0.07 0.07 1
  ambient=2 2 2 2
  diffuse=3 3 3 3
  emission=4 4 4 4
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_rpm_n~vf_lumieres
{
  shininess=13
  specular=0.07 0.07 0.07 1
  ambient=2 2 2 2
  diffuse=2 2 2 2
  emission=4 4 4 4
  sort_offset=-99
  layer0
  {
    map=hud/rpm7k_n.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_kmh_n~vf_lumieres
{
  shininess=13
  specular=0.07 0.07 0.07 1
  ambient=2 2 2 2
  diffuse=2 2 2 2
  emission=4 4 4 4
  sort_offset=-99
  layer0
  {
    map=hud/kmh_n.tga
    blendfunc=blend
    depthwrite=0
  }
}
