main
{
  layer0
  {
    map=textures/remapchassis.tga
    ; map=textures/skins/f1_r25.tga
    ; map=textures/skins/f1_r26.tga
  }
}
vf_reflect~main
{
  ; Just reflection
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump_reflect~main
{
  cast_shadow=1
  compression=0
  tangents=1
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}
vf_bump~main
{
  ; Texture+bumpmap
  cast_shadow=1
  compression=0
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_standard~main
{
  cast_shadow=1
  cull=none
  compression=0
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_lumieres~main
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_windows~main
{
  cast_shadow=1
  compression=0
  fresnel
  {
    bias=0.04
    scale=1.00
    power=2.00
  }
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
peinture~vf_reflect
{
  ; Skins
  ; diffuse=0.700 0.700 0.700 1
  ; ambient=0.700 0.700 0.700 1
  ; specular=0.000 0.0000 0.0000 1
  ; shininess=20
  ; Color
  diffuse=0.320 0.070 0.020 1
	ambient=0.320 0.070 0.020 1
	specular=0.240 0.180 0.130 1
	shininess=20
}
shader_peinture~peinture
{
  compression=0
  reflect=1.0
  cull=none
  tangents=1
  fresnel
  {
    bias=0.05
    scale=0.95
    power=3.00
  }
  layer1
  {
    map=$trackenvmap
  }
}
; shader_stickers~peinture
; {
  ; compression=0
  ; reflect=0.05
  ; cull=none
  ; tangents=1
  ; ambient=0.70 0.70 0.70 1
  ; diffuse=0.70 0.70 0.70 1
  ; specular=0.06 0.06 0.06 1
  ; fresnel
  ; {
    ; bias=0.05
    ; scale=0.95
    ; power=3.00
  ; }
  ; layer0
  ; {
    ; map=textures/skins/stickers.tga
    ; blendfunc=blend
  ; }
  ; layer1
  ; {
    ; map=$trackenvmap
  ; }
; }
shader_vitre_simple~vf_windows
{
  sort_offset=1
  reflect=0.02
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/glace_ph.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_disque
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
  motion_blur=0
  reflect=0.0
  emission=0 0 0 1
  shininess=32
  specular=0.1 0.1 0.1 1
  layer0
  {
    map=textures/lunet_dv.tga
  }
}
shader_lunet~shader_disque
{
  cast_shadow=1
  compression=0
  fresnel
  {
    bias=0.04
    scale=1.00
    power=2.00
  }
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
  sort_offset=1
  reflect=0.80
  diffuse=0.700 0.700 0.700 1
  ambient=0.700 0.700 0.700 1
  specular=0.0 0.0 0.0 1.0 
  shininess=20
  layer0
  {
    map=textures/lunet_dv.tga
    blendfunc=blend
    depthwrite=0	
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=1
  }
}
shader_vitres_int~shader_lunet
{
	reflect=0.00
}
shader_tour_disque~shader_disque
{
  shininess=20
  specular=0.25 0.25 0.25
}
shader_chassis_mat~vf_standard
{
  specular=0.04 0.04 0.04 1
  shininess=15
}
shader_accessoire_chassis~vf_standard
{
  specular=0.04 0.04 0.04 1
  shininess=15
}
shader_chrome~vf_reflect
{
  reflect=0.50
  ambient=0.600 0.600 0.600 1.00
  diffuse=0.700 0.700 0.700 1.00
  specular=0.01 0.01 0.01 0.00
  shininess=12
  fresnel
  {
    bias=1
    scale=2
    power=0.5
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_tdb~vf_standard
{
  specular=0.08 0.08 0.078 1
  shininess=15
  layer0
  {
    map=textures/tableau_de_bord.tga
  }
}
shader_tdb_brillant~vf_bump_reflect
{
  sort_offset=-99
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=0.01
  mipmap_bias=5
  specular=0.04 0.04 0.038 1
  layer0
  {
    map=textures/tableau_de_bord.tga
    blendfunc=blend
  }
  layer1
  {
    map=textures/tableau_de_bord_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=1
    depthwrite=1
  }
  layer2
  {
    map=$trackenvmap
    depthwrite=1
  }
  ; layer3
  ; {
    ; map=textures/exterieur_spec.tga
    ; depthwrite=1
  ; }
}
shader_noir_matte~vf_standard
{
  specular=0.01 0.01 0.01 1
  shininess=15
}
shader_noir_brillant~vf_reflect
{
  specular=0.03 0.03 0.03 1
  shininess=15
  reflect=0.06
  mipmap_bias=5
  cull=none
  layer1
  {
    map=$trackenvmap
  }
}
shader_couleur_matte~peinture
{
  reflect=0.00
  specular=0.02 0.02 0.02 1
  shininess=19
}
shader_couleur_brillant~peinture
{
  specular=0.02 0.02 0.02 1
  shininess=19
}
shader_tissu~vf_bump
{
  specular=0.100 0.100 0.080 1
  shininess=40
  layer0
  {
    map=textures/tissu_plafond.tga
  }
  layer1
  {
    map=textures/tissu_plafond_bump.tga
    mode=linear
  }
}
shader_feu~vf_reflect
{
  compression=0
  reflect=0.15
  cull=none
  specular=0.040 0.020 0.020 1
  shininess=20
  tangents=1
  fresnel
  {
    bias=0.05
    scale=0.95
    power=3.00
  }
  layer0
  {
    map=textures/feurs.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_feu_transparent~vf_windows
{
  sort_offset=1
  reflect=0.15
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/glace_feu.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_chrome_phare~vf_bump_reflect
{
  sort_offset=-99
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/feurs.tga
    blendfunc=blend
  }
  layer1
  {
    map=textures/feurs_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=1
    depthwrite=1
  }
  layer2
  {
    map=$trackenvmap
    depthwrite=1
  }
  layer3
  {
    map=textures/exterieur_spec.tga
    depthwrite=1
  }
}
shader_vitre_phare~vf_windows
{
  sort_offset=1
  reflect=0.80
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/glace_ph.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_comptour~vf_reflect
{
  specular=0.03 0.03 0.03 1
  shininess=15
  reflect=0.06
  mipmap_bias=5
  layer1
  {
    map=$trackenvmap
  }
}
shader_pneu~vf_bump
{
  reflect=0
  specular=0.080 0.080 0.080 1
  shininess=12
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/dunlop.tga
  }
  layer1
  {
    map=textures/dunlop_bump.tga
    mode=linear
  }
}
shader_coque_retro~peinture
{
  ; ambient=0.700 0.700 0.700 1
  ; diffuse=0.700 0.700 0.700 1
  ; specular=0.060 0.060 0.050 1
  reflect=1.00
  mipmap_bias=1
  layer1
  {
    map=$trackenvmap
  }
}
shader_jante~shader_coque_retro
{
  ambient=0.700 0.700 0.700 1
  diffuse=0.700 0.700 0.700 1
  specular=0.060 0.060 0.060 1
  shininess=14
  reflect=0.05
  mipmap_bias=5
}
shader_retro~vf_standard
{
  ambient=0.1 0.1 0.1
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
  }
}
shader_rpm~vf_standard
{
  layer0
  {
    map=hud/rpm_8k.tga
  }
}
shader_kmh~vf_standard
{
  layer0
  {
    map=hud/kmh.tga
  }
}
shader_feurs_on~vf_lumieres
{
  shininess=13
  sort_offset=-99
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  emission=10 10 10 1
  layer0
  {
    map=textures/feurs_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_esp~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/esp.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_tdb_on~vf_lumieres
{
  shininess=13
  sort_offset=-92
  specular=0 0 0 0
  ambient=1 1 1 1
  diffuse=1 1 1 1
  emission=6 6 6 1
  layer0
  {
    map=textures/tableau_de_bord_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_kmh_on~vf_lumieres
{
  shininess=13
  sort_offset=-92
  specular=0 0 0 0
  ambient=1 1 1 1
  diffuse=1 1 1 1
  emission=6 6 6 1
  layer0
  {
    map=hud/kmh_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_rpm_on~vf_lumieres
{
  shininess=13
  sort_offset=-92
  specular=0 0 0 0
  ambient=1 1 1 1
  diffuse=1 1 1 1
  emission=6 6 6 1
  layer0
  {
    map=hud/rpm_8k_on.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
  }
}
