vf_reflect
{
  ; Just reflection
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
body
{
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
  ambient=0.005 0.004 0.020 1
  diffuse=0.005 0.004 0.020 1
  specular=0.000 0.000 0.000 1
  shininess=21
  reflect=1.00
}
vf_bump_reflect
{
  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
{
  ; Texture+bumpmap
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_standard
{
  cast_shadow=1
  cull=none
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_windows
{
  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
  }
}
shader_peinture~body
{
  compression=0
  tangents=1
  cull=none
  fresnel
  {
    bias=0.05
    scale=0.95
    power=3.00
  }
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_par_brise~vf_windows
{
  sort_offset=111
  reflect=1.00
  diffuse=1.288 1.078 3.178
  ambient=0.950 0.700 1.250
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_vitres~vf_windows
{
  sort_offset=1
  reflect=0.70
  diffuse=1.0 1.0 1.0
  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=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=1
  }
}
shader_vitres_int~vf_windows
{
  sort_offset=1
  reflect=0.05
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_noir~vf_standard
{
  ambient=0.017 0.017 0.017 1
  diffuse=0.017 0.017 0.017 1
  specular=0.020 0.020 0.020 1
  shininess=19
  layer0
  {
    map=textures/col.tga
  }
}
shader_pc~shader_peinture
{
  ; ambient=0.020 0.020 0.020 1
  ; diffuse=0.020 0.020 0.020 1
  ; specular=0.030 0.030 0.030 1
  ; shininess=16
  ; reflect=0.02
  ; mipmap_bias=2
  layer0
  {
    map=textures/col.tga
  }
}
shader_bourrelets~shader_peinture
{
  ambient=0.020 0.020 0.020 1
  diffuse=0.020 0.020 0.020 1
  specular=0.030 0.030 0.030 1
  shininess=16
  reflect=0.02
  mipmap_bias=2
  layer0
  {
    map=textures/col.tga
  }
}
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~vf_bump_reflect
{
  sort_offset=-99
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
  }
  layer1
  {
    map=textures/exterieur_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=1
    depthwrite=1
  }
  layer2
  {
    map=$trackenvmap
    depthwrite=1
  }
  layer3
  {
    map=textures/exterieur_spec.tga
    depthwrite=1
  }
}
shader_exterieur_trans~vf_bump_reflect
{
  sort_offset=-99
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
    ; depthwrite=1
  }
  layer1
  {
    map=textures/exterieur_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=1
    depthwrite=1
  }
  layer2
  {
    map=$trackenvmap
    depthwrite=1
  }
  layer3
  {
    map=textures/exterieur_spec.tga
    depthwrite=1
  }
}
shader_chrome~vf_reflect
{
  reflect=0.50
  ambient=0.125 0.125 0.125 1.00
  diffuse=0.40 0.400 0.390 1.00
  specular=0.01 0.01 0.01 0.00
  shininess=12
  fresnel
  {
    bias=1
    scale=2
    power=0.5
  }
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_retro~vf_standard
{
  ambient=0.1 0.1 0.1
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
  }
}
shader_degi~vf_standard
{
  cull=none
  layer0
  {
    map=textures/degi.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_pneu~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.005 0.005 0.005
  shininess=8
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_jante~vf_reflect
{
  cull=none
  reflect=0.02
  mipmap_bias=2
  specular=0.250 0.250 0.250 1
  ; ambient=0.250 0.250 0.250 1
  ; diffuse=0.410 0.410 0.410 1
  shininess=25
  motion_blur=0
  tangents=1
  ambient=0.640 0.640 0.640 1
  diffuse=0.640 0.640 0.640 1
  layer0
  {
    map=textures/enjoliveur_jeremy.tga
    ; map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_glace_phare~vf_windows
{
  sort_offset=111
  reflect=0.25
  layer0
  {
    map=textures/glace_ph.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
;
;
;
;
;
;
;										INTERIEUR
;
;
;
;
;
;
plastiques~vf_standard
{
  ; Bleu
  ; ambient=0.036 0.034 0.045 1
  ; diffuse=0.036 0.034 0.045 1
  ; specular=0.011 0.011 0.012 1
  ; Gris
  ; ambient=0.027 0.025 0.029 1
  ; diffuse=0.027 0.025 0.029 1
  ; specular=0.011 0.011 0.012 1
  ambient=0.036 0.034 0.045 1
  diffuse=0.036 0.034 0.045 1
  specular=0.011 0.011 0.012 1
}
shader_plastique_granule~vf_bump_reflect
{
  shininess=25
  ; bleu
  ; ambient=0.036 0.034 0.045 1
  ; diffuse=0.036 0.034 0.045 1
  ; bleu
  ambient=0.036 0.034 0.045 1
  diffuse=0.036 0.034 0.045 1
  specular=0.011 0.011 0.012 1
  reflect=0.00
  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
  }
  layer0
  {
    map=textures/plastique.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    ; mipmap_lod_bias=-1
  }
}
shader_plastique_lisse~plastiques
{
  shininess=13
  layer0
  {
    map=textures/col.tga
  }
}
shader_plastique_deco~plastiques
{
  shininess=13
  ambient=0.036 0.034 0.045 1
  diffuse=0.036 0.034 0.045 1
  specular=0.011 0.011 0.012 1
  layer0
  {
    map=textures/col.tga
  }
}
shader_grille_hp~plastiques
{
  shininess=13
  layer0
  {
    map=textures/hp.tga
    blendfunc=blend
    mipmap_lod_bias=1
  }
}
shader_moquette~vf_standard
{
  ; Bleu
  ; ambient=0.026 0.024 0.031 1
  ; diffuse=0.026 0.024 0.031 1
  ; specular=0.0030 0.0030 0.0031 1
  ; Gris
  ; ambient=0.024 0.024 0.024 1
  ; diffuse=0.024 0.024 0.024 1
  ; specular=0.0030 0.0030 0.0031 1
  ambient=0.026 0.024 0.031 1
  diffuse=0.026 0.024 0.031 1
  specular=0.0030 0.0030 0.0031 1
  shininess=14
  layer0
  {
    map=textures/moquette.jpg
  }
}
shader_couture~vf_standard
{
  specular=0.000 0.000 0.000 1
  ambient=0.400 0.400 0.400 1
  diffuse=0.400 0.400 0.400 1
  layer0
  {
    map=textures/couture.tga
    blendfunc=blend
  }
}
shader_cuir_bv~vf_standard
{
  specular=0.000 0.000 0.000 1
  ambient=0.060 0.060 0.080 1
  diffuse=0.060 0.060 0.080 1
  layer0
  {
    map=textures/cuir_bv.tga
    mipmap_lod_bias=-1
    blendfunc=blend
  }
}
shader_cuir_volant
{
  reflect=0.06
  mipmap_bias=5
  ambient=0.036 0.034 0.045 1
  diffuse=0.036 0.034 0.045 1
  specular=0.011 0.011 0.012 1
  shininess=20
  fresnel
  {
    bias=0.05
    scale=0.05
    power=2.25
  }
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
  layer0
  {
    map=textures/cuir.tga
    mipmap=0
  }
  layer1
  {
    map=textures/cuir_bump.tga
    mipmap=0
    mode=linear
  }
  layer2
  {
    map=$trackenvmap
  }
  layer3
  {
    map=textures/cuir_spec.tga
    mipmap=0
  }
}
; Partie centrale assise/dossier
shader_tissu_principal~vf_standard
{
  ; Bleu
  ; ambient=0.082 0.078 0.083 1
  ; diffuse=0.082 0.078 0.083 1
  ; Gris
  specular=0.005 0.005 0.005 1
  shininess=20
  layer0
  {
    map=textures/motif_authentique.tga
  }
}
; Partie laterale assise/dossier
shader_tissu_2~vf_standard
{
  ; Bleu
  ; ambient=0.082 0.078 0.083 1
  ; diffuse=0.082 0.078 0.083 1
  ; Gris
  specular=0.005 0.005 0.005 1
  shininess=20
  layer0
  {
    map=textures/motif_authentique.tga
  }
}
; Tissu tableau de bord/Portes
shader_tissu_3~vf_standard
{
  ; Bleu
  ; ambient=0.082 0.078 0.083 1
  ; diffuse=0.082 0.078 0.083 1
  ; Gris
  specular=0.005 0.005 0.005 1
  shininess=20
  layer0
  {
    map=textures/motif_authentique.tga
  }
}
; Partie laterale des sieges
shader_tissu_4~vf_standard
{
  ; Bleu
  ; ambient=0.082 0.078 0.083 1
  ; diffuse=0.082 0.078 0.083 1
  ; Gris
  ambient=0.082 0.078 0.083 1
  diffuse=0.082 0.078 0.083 1
  specular=0.005 0.005 0.005 1
  shininess=20
  layer0
  {
    map=textures/tissu_std.tga
  }
}
; Partie arriere siege avant
shader_tissu_5~vf_standard
{
  ambient=0.030 0.030 0.035 1
  diffuse=0.030 0.030 0.035 1
  specular=0.005 0.005 0.005 1
  shininess=20
  layer0
  {
    map=textures/plastique.tga
  }
}
shader_ceinture~vf_standard
{
  ambient=0.036 0.034 0.045 1
  diffuse=0.036 0.034 0.045 1
  specular=0.050 0.050 0.050 1
  layer0
  {
    map=textures/ceinture.tga
  }
}
shader_compteur~vf_standard
{
  ambient=1.000 1.000 1.100 1
  diffuse=0.700 0.700 0.700 1
  specular=0.000 0.000 0.000 1
  emission=4.000 3.880 3.750 1
  shininess=20
  layer0
  {
    map=textures/compteur.tga
  }
}
shader_ciel_de_toit~vf_standard
{
  ; ambient=0.082 0.078 0.083 1
  ; diffuse=0.082 0.078 0.083 1
  specular=0.050 0.050 0.050 1
  shininess=20
  layer0
  {
    map=textures/ciel_de_toit.jpg
  }
}
shader_interieur~vf_standard
{
  ; ambient=0.082 0.078 0.083 1
  ; diffuse=0.082 0.078 0.083 1
  specular=0.050 0.050 0.050 1
  shininess=20
  layer0
  {
    map=textures/interieur.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_interieur_on~vf_lumieres
{
  sort_offset=-99
  shininess=13
  specular=0 0 0 0
  ambient=4.0 4.0 4.0 1
  diffuse=4.0 4.0 4.0 1
  emission=50 50 50 50
  layer0
  {
    map=textures/interieur_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_vitre_compteur~vf_windows
{
  sort_offset=111
  reflect=0.05
  mipmap_bias=30
  layer0
  {
    map=textures/glace_cpt.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_exterieur_on~vf_lumieres
{
  sort_offset=-99
  shininess=13
  specular=0 0 0 0
  ambient=2.0 2.0 2.0 1
  diffuse=4.0 4.0 4.0 1
  emission=50 50 50 15
  layer0
  {
    map=textures/exterieur_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
  }
}
