vf_reflect
{
  ; 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=3.5
  }
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_bump
{
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_bump_reflect
{
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_interieur
{
  ambient=0.22 0.18 0.10
  diffuse=0.32 0.29 0.16
  specular=0.16 0.14 0.11 1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_interieur_fonce
{
  ambient=0.060 0.030 0.020
  diffuse=0.060 0.030 0.020
  specular=0.12 0.08 0.06 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
  }
}
shader_body~vf_reflect
{
  cast_shadow=1
  tangents=1
  compression=0
  reflect=1
  cull=none
  ambient=0.10 0.050 0.170 1
  diffuse=0.10 0.050 0.170 1
  shininess=23
  specular=0.00 0.000 0.000
  mipmap_bias=1.00
  fresnel
  {
    bias=0.02
    scale=0.25
    power=7.5
  }
  layer0
  {
    map=textures/blanc.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_vitres~vf_windows
{
  sort_offset=1
  reflect=1.0
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  mipmap_bias=1
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_noir~vf_standard
{
  cull=none
  cast_shadow=1
  layer0
  {
    map=textures/blanc.dds
    specular=0.01 0.01 0.01
    ambient=0.01 0.01 0.01
    diffuse=0.01 0.01 0.01
    shininess=10
  }
}
shader_plastiques~vf_standard
{
  cull=none
  cast_shadow=1
  layer0
  {
    map=textures/blanc.dds
    specular=0.01 0.01 0.01
    ambient=0.010 0.010 0.010
    diffuse=0.015 0.015 0.015
    shininess=17
  }
}
shader_pneu~vf_bump
{
  tangents=1
  cast_shadow=1
  compression=0
  specular=0.02 0.02 0.02
  shininess=35
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_enjoliveur~vf_reflect
{
  specular=0.80 0.80 0.80
  shininess=13
  ambient=0.35 0.36 0.35
  diffuse=0.35 0.35 0.34
  cast_shadow=1
  reflect=0.02
  mipmap_bias=10
  motion_blur=0
  cull=none
  fresnel
  {
    bias=0.2
    scale=1.0
    power=1.0
  }
  layer0
  {
    map=textures/blanc.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_exterieur~vf_standard
{
  cull=none
  cast_shadow=1
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
    specular=0.01 0.01 0.01
    shininess=30
  }
}
shader_retro~vf_standard
{
  cull=none
  cast_shadow=1
  layer0
  {
    map=$mirror
    ambient=0.15 0.15 0.15
    diffuse=0.15 0.15 0.15
    shininess=10
  }
}
shader_twingo~vf_standard
{
  cull=none
  cast_shadow=1
  layer0
  {
    map=textures/twingo.tga
    blendfunc=blend
    specular=0 0 0 0
    shininess=10
  }
}
shader_chrome_brillant~vf_reflect
{
  reflect=0.50
  mipmap_bias=3
  ambient=0.60 0.60 0.57 1
  diffuse=0.60 0.60 0.57 1
  specular=0.50 0.50 0.50 1
  shininess=30
  fresnel
  {
    bias=0.8
    scale=2.0
    power=8.0
  }
  layer0
  {
    map=textures/blanc.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;								INTERIEUR
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
shader_plastique_interieur~vf_standard
{
  cull=none
  cast_shadow=1
  ambient=0.25 0.25 0.28
  diffuse=0.25 0.25 0.28
  specular=0.15 0.15 0.15
  shininess=25
  layer0
  {
    map=textures/blanc.dds
    shininess=10
  }
}
shader_plastique_fonce~vf_standard
{
  cull=none
  cast_shadow=1
  ambient=0.07 0.07 0.075
  diffuse=0.07 0.07 0.075
  specular=0.15 0.15 0.15
  shininess=25
  layer0
  {
    map=textures/blanc.dds
    shininess=10
  }
}
shader_ceintures~vf_standard
{
  cull=none
  cast_shadow=1
  ambient=0.25 0.25 0.28
  diffuse=0.25 0.25 0.28
  specular=0.15 0.15 0.15
  shininess=25
  layer0
  {
    map=textures/ceinture.tga
    shininess=10
  }
}
shader_boutons~vf_standard
{
  cull=none
  cast_shadow=1
  ambient=0.03 0.50 0.20
  diffuse=0.03 0.50 0.20
  specular=0.05 0.05 0.05
  shininess=25
  layer0
  {
    map=textures/blanc.dds
    shininess=10
  }
}
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= 4 4 4 1
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
    depthwrite=always
  }
}
shader_moquette~vf_standard
{
  cull=none
  cast_shadow=1
  ambient=0.07 0.07 0.075
  diffuse=0.07 0.07 0.075
  specular=0.15 0.15 0.15
  shininess=25
  layer0
  {
    map=textures/moquette.jpg
    shininess=10
  }
}
shader_ciel_de_toit~vf_standard
{
  cull=none
  cast_shadow=1
  specular=0.015 0.015 0.015
  shininess=25
  layer0
  {
    map=textures/toit_2.tga
    shininess=10
  }
}
shader_tissu~vf_standard
{
  cull=back
  cast_shadow=1
  specular=0.015 0.015 0.015
  shininess=25
  layer0
  {
    map=textures/tissu.tga
    shininess=10
  }
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;LIGHTS
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
shader_exterieur_n~vf_lumieres
{
  sort_offset=15
  specular=0.01 0.01 0.01
  shininess=30
  ambient=2 2 2 2
  diffuse=2 2 2 2
  emission=4 4 4 4
  layer0
  {
    map=textures/exterieur_n.tga
    blendfunc=blend
    depthwrite=1
  }
}
