vf_reflect
{
  cast_shadow=1
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_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_bump
{
  cast_shadow=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_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_standard
{
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_heat
{
  ;Brake disc heat shader
  vertex_shader
  {
    file=cg/dyn_standard_v.cg
  }
  fragment_shader
  {
    file=cg/standard_brakeheat_f.cg
  }
}
harmonie
{
  cast_shadow=1
  cull=none
  reflect=0
  compression=0
  shininess=15
  motion_blur=0
  tangents=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
  diffuse=0.008 0.008 0.014 1
  ambient=0.008 0.008 0.014 1
  specular=0.038 0.038 0.045 1
}
cuir
{
  cast_shadow=1
  shininess=15
  cull=none
  compression=0
  motion_blur=0
  tangents=1
  reflect=0.06
  mipmap_bias=15
  fresnel
  {
    bias=0.01
    scale=0.05
    power=0.1
  }
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
  ambient=0.008 0.008 0.014 1
  diffuse=0.008 0.008 0.014 1
  specular=0.038 0.038 0.045 1
}
cuir_brillant~cuir
{
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}
body
{
  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
  mipmap_bias=1.00
  fresnel
  {
    bias=0.03
    scale=3
    power=10
  }
  shininess=15
  diffuse=0.22 0.16 0.19 1
  ambient=0.22 0.20 0.21 1
  specular=0.75 0.50 0.30 1
}
shader_body~body
{
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_protections~body
{
  reflect=0.04
  mipmap_bias=3
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_poignes~body
{
  layer0
  {
    map=textures/blanc2.dds
  }
}
;                               Carrosserie
shader_vitres~vf_windows
{
  sort_offset=111
  reflect=1
  cull=back
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_par_brise~vf_windows
{
  sort_offset=111
  reflect=1.10
  diffuse=0.92 0.77 2.270
  ambient=1.0 1.0 1.0
  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_solid~vf_standard
{
  cull=none
  layer0
  {
    map=textures/blanc2.dds
    specular=0.005 0.005 0.005 1
    ambient=0.002 0.002 0.002 1
    diffuse=0.002 0.002 0.002 1
    shininess=10
  }
}
shader_noir~vf_reflect
{
  cull=none
  layer0
  {
    map=textures/blanc2.dds
    specular=0.010 0.010 0.010 1
    ambient=0.005 0.005 0.005 1
    diffuse=0.005 0.005 0.005 1
    shininess=10
  }
}
shader_exterieur~vf_bump_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.dds
  }
  layer1
  {
    map=textures/exterieur_bump.dds
    mode=linear
    ; blendfunc=blend
    mipmap=0
  }
  layer2
  {
    map=$trackenvmap
  }
  layer3
  {
    map=textures/exterieur_spec.tga
  }
}
shader_exterieur_trans~vf_reflect
{
  sort_offset=1
  reflect=0.12
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/exterieur.dds
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    ;depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
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_chrome_brillant~vf_reflect
{
  reflect=0.15
  ambient=0.20 0.20 0.20 0.20
  diffuse=0.50 0.50 0.50 0.00
  specular=0.00 0.00 0.00 0.00
  shininess=12
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_jante~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.80 0.80 0.80
  shininess=25
  reflect=0.05
  mipmap_bias=8
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/enjoliveur_capella.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_degi~vf_standard
{
  cull=none
  layer0
  {
    map=textures/degi.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_retro~vf_standard
{
  ambient=0.04 0.04 0.055
  diffuse=0.04 0.04 0.055
  layer0
  {
    map=$mirror
  }
}
;
;
;
;
; INTERIEUR
;
;
;
;
shader_ecran_compteur~vf_windows
{
  sort_offset=111
  reflect=0
  layer0
  {
    map=textures/glace.dds
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=1
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_ciel_de_toit~vf_standard
{
  ambient=1 1 1
  diffuse=0.5 0.5 0.5
  cull=none
  reflect=0
  compression=0
  specular=0.05 0.05 0.05
  shininess=12
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/ciel_de_toit.jpg
  }
}
shader_plastique_interieur~vf_bump
{
  ambient=0.300 0.300 0.265 1
  diffuse=0.300 0.300 0.265 1
  specular=0.08 0.080 0.070 1
  cull=none
  reflect=0
  compression=0
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_deco_soft~vf_standard
{
  ambient=0.240 0.230 0.200 1
  diffuse=0.240 0.230 0.200 1
  specular=0.038 0.037 0.033 1
  shininess=12
  cull=none
  reflect=0
  compression=0
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_tissus~cuir_brillant
{
  ambient=0.260 0.220 0.190 1
  diffuse=0.260 0.220 0.190 1
  specular=0.08 0.080 0.070 1
  shininess=15
  layer0
  {
    map=textures/cuir0.dds
  }
  layer1
  {
    map=textures/cuir0_bump.dds
    mode=linear
    ;mipmap_lod_bias=-1
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_couture~cuir
{
  ambient=0.08 0.08 0.079
  diffuse=0.08 0.08 0.079
  specular=0.02 0.02 0.02
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
  layer0
  {
    map=textures/couture.dds
    blendfunc=blend
  }
}
shader_harmonie~harmonie
{
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_bois~vf_standard
{
  layer0
  {
    map=textures/bois.dds
  }
}
shader_cuir_bv~harmonie
{
  ambient=0.008 0.008 0.008 1
  diffuse=0.008 0.008 0.008 1
  specular=0.08 0.080 0.080 1
  layer0
  {
    map=textures/cuirbv.tga
    blendfunc=blend
  }
}
shader_volant~harmonie
{
  reflect=0.02
  mipmap_bias=15
  fresnel
  {
    bias=0.05
    scale=0.05
    power=0.1
  }
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=textures/cuir_volant_bump.tga
    mode=linear
  }
  layer2
  {
    map=$trackenvmap
  }
  layer3
  {
    map=textures/cuir_volant_spec.tga
  }
}
shader_compteur~vf_lumieres
{
  shininess=12
  sort_offset=2
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  emission= 4 4 4 1
  layer0
  {
    map=textures/compteur_bvm.tga
    ; blendfunc=blend
    depthwrite=1
  }
}
shader_cadre~vf_lumieres
{
  shininess=12
  cast_shadow=0
  sort_offset=100
  specular=0 0 0 0
  ambient= 4 4 4 1
  diffuse= 4 4 4 1
  emission= 4 4 4 1
  layer0
  {
    map=textures/cadre.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_esp~vf_lumieres
{
  shininess=12
  cast_shadow=0
  sort_offset=100
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  emission=10 10 10 1
  layer0
  {
    map=textures/esp.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_fam~vf_lumieres
{
  cull=none
  shininess=12
  sort_offset=-99
  specular=0 0 0 0
  ambient=1 1 1 1
  diffuse=1 1 1 1
  emission=20 0 0 1
  layer0
  {
    map=textures/f_m.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_moquette~harmonie
{
  layer0
  {
    map=textures/moquette.jpg
  }
}
shader_compteur~vf_lumieres
{
  shininess=12
  sort_offset=90
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  emission=10 10 10 1
  layer0
  {
    map=textures/exterieur.dds
    texenv=replace
    blendfunc=src_alpha
    depthwrite=0
  }
}
shader_compteur_2~vf_lumieres
{
  shininess=12
  cast_shadow=0
  sort_offset=100
  specular=0 0 0 0
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  emission=10 10 10 1
  layer0
  {
    map=textures/exterieur.dds
    blendfunc=blend
    depthwrite=1
  }
}
shader_interieur~vf_standard
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.05 0.05 0.05
  shininess=15
  layer0
  {
    map=textures/interieur.dds
    blendfunc=blend
  }
}
;
;
;
;
; SIEGES
;
;
;
;
shader_cuir_1~cuir_brillant
{
  layer0
  {
    map=textures/cuir0.dds
  }
  layer1
  {
    map=textures/cuir0_bump.dds
    mode=linear
    ;mipmap_lod_bias=-1
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_cuir_2~vf_standard
{
  ;			Liseret sieges
  ;
  ambient=0.04 0.04 0.04 1
  diffuse=0.04 0.04 0.04 1
  specular=0.02 0.020 0.020 1
  shininess=30
  layer0
  {
    map=textures/cuir0.dds
  }
}
shader_cuir_3~cuir_brillant
{
  layer0
  {
    map=textures/cuir0.dds
  }
  layer1
  {
    map=textures/cuir0_bump.dds
    mode=linear
    ;mipmap_lod_bias=-1
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_cuir_perfore~cuir_brillant
{
  layer0
  {
    map=textures/cuir_perf.dds
  }
  layer1
  {
    map=textures/cuir_perf_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_ceinture~cuir
{
  specular=0.038 0.038 0.045 1
  shininess=10
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
  layer0
  {
    map=textures/ceinture.dds
  }
  diffuse=0.008 0.008 0.014 1
  ambient=0.008 0.008 0.014 1
}
shader_ceinture_2~cuir
{
  ambient=0.008 0.008 0.014 1
  diffuse=0.008 0.008 0.014 1
  specular=0.038 0.038 0.045 1
  shininess=30
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
  layer0
  {
    map=textures/ceinture.dds
  }
}
shader_plastique_sieges~cuir
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  diffuse=0.008 0.008 0.014 1
  ambient=0.008 0.008 0.014 1
  specular=0.038 0.038 0.045 1
}
shader_harmonie_2~harmonie
{
  layer0
  {
    map=textures/blanc2.dds
  }
}
;
;
;
LUMIERES=
;
;
;
;
shader_reverse~vf_lumieres
{
  shininess=12
  specular=0 0 0 0
  ambient=15 15 15 1
  diffuse=15 15 15 1
  layer0
  {
    map=textures/exterieur.dds
    depthwrite=0
  }
}
shader_exterieur_n~vf_lumieres
{
  shininess=13
  specular=0.00 0.00 0.00 1
  ambient=10 10 10 10
  diffuse=10 10 10 10
  emission=40 40 40 40
  layer0
  {
    map=textures/exterieur_n.dds
    blendfunc=blend
    depthwrite=0
  }
}
shader_interieur_n~vf_lumieres
{
  shininess=13
  sort_offset=92
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  emission=10 10 10 1
  layer0
  {
    map=textures/interieur.dds
    blendfunc=blend
    depthwrite=1
  }
}
shader_brakes~vf_lumieres
{
  shininess=12
  specular=30 5 5 1
  ambient=80 30 5 1
  diffuse=80 30 5 1
  emission=160 60 10 1
  layer0
  {
    map=textures/blanc2.dds
    depthwrite=0
  }
}
shader_chrome_n~vf_lumieres
{
  shininess=12
  specular=30 5 5 1
  ambient=160 7 5 1
  diffuse=160 7 5 1
  emission=160 20 10 1
  layer0
  {
    map=textures/blanc2.dds
    depthwrite=0
  }
}
shader_fam~vf_lumieres
{
  cull=none
  shininess=12
  sort_offset=-99
  specular=0 0 0 0
  ambient=1 1 1 1
  diffuse=1 1 1 1
  emission=20 0 0 1
  layer0
  {
    map=textures/f_m.tga
    blendfunc=blend
    depthwrite=1
  }
}
;
;
;
;
;																			GTA IV DRIVER
;
;
;
;
;
shader_haut~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/haut.dds
  }
}
shader_main~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/main.dds
  }
}
shader_pantalon~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/pantalon.dds
  }
}
shader_tete~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/tete.dds
  }
}
