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=0.08 0.08 0.08
  diffuse=0.11 0.11 0.11
  specular=0.11 0.11 0.11 1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_interieur_fonce
{
  ambient=0.03 0.03 0.03
  diffuse=0.050 0.050 0.050
  specular=0.06 0.06 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=0.15 0.15 0.155 1
  diffuse=0.25 0.25 0.26 1
  shininess=12
  ;specular=0.30 0.22 0.19 0
  specular=0.25 0.25 0.26 1
  mipmap_bias=1.25
  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_vitres_int~vf_standard
{
  sort_offset=1
  reflect=0
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
}
shader_degi~vf_reflect
{
  sort_offset=1
  reflect=0
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  cull=none
  layer0
  {
    map=textures/degi.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
}
shader_joints~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_plastique~vf_standard
{
  cull=none
  cast_shadow=1
  layer0
  {
    map=textures/blanc.dds
    specular=0.07 0.07 0.07
    ambient=0.010 0.010 0.010
    diffuse=0.015 0.015 0.015
    shininess=10
  }
}
shader_pneu~vf_bump
{
  tangents=1
  cast_shadow=1
  compression=0
  specular=0.0002 0.0002 0.0002
  shininess=15
  motion_blur=0
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_enjoliveur~vf_reflect
{
  specular=0.65 0.65 0.62
  shininess=15
  ambient=0.15 0.16 0.15
  diffuse=0.15 0.15 0.14
  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=$trackenvmap
  }
}
shader_feux~vf_windows
{
  sort_offset=1
  reflect=0.1
  diffuse=0.20 0.01 0.01
  ambient=0.15 0.01 0.01
  specular=0.5 0.02 0.02
  shininess=15
  cast_shadow=1
  mipmap_bias=10
  layer0
  {
    map=textures/glasse_cligno.tga
    shininess=20
    mipmap_lod_bias=-1
    blendfunc=blend
    depthwrite=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=1
  }
}
shader_feux_2~vf_windows
{
  sort_offset=1
  reflect=0.1
  diffuse=0.06 0.06 0.08
  ambient=0.02 0.02 0.03
  specular=0.06 0.06 0.08
  shininess=15
  cast_shadow=1
  mipmap_bias=10
  layer0
  {
    map=textures/glasse_cligno.tga
    shininess=20
    mipmap_lod_bias=-1
    blendfunc=blend
    depthwrite=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=1
  }
}
shader_cligno~vf_windows
{
  sort_offset=10
  reflect=0.001
  diffuse=0.50 0.30 0.05
  ambient=0.50 0.30 0.05
  specular=0.125 0.075 0.01
  shininess=100
  cast_shadow=1
  layer0
  {
    map=textures/glasse_cligno.tga
    shininess=20
    mipmap_lod_bias=-1
    blendfunc=blend
    depthwrite=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=1
  }
}
shader_diffuse~vf_reflect
{
  sort_offset=1
  reflect=1
  diffuse=1 1 1
  ambient=1 1 1
  specular=1 1 1
  shininess=8
  cast_shadow=1
  mipmap_bias=5
  cull=none
  fresnel
  {
    bias=0.2
    scale=0.2
    power=8.0
  }
  layer0
  {
    map=textures/diffuse.tga
  }
}
shader_retro~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=$mirror
    ambient=0.04 0.04 0.04
    diffuse=0.04 0.04 0.04
  }
}
shader_clio00~vf_reflect
{
  sort_offset=-6
  cull=none
  specular=0.05 0.05 0.05
  layer0
  {
    map=textures/clio.tga
    blendfunc=blend
    shininess=20
    depthwrite=1
  }
}
shader_plaque~vf_bump
{
  specular=0.15 0.15 0.15
  shininess=50
  layer0
  {
    map=textures/plaque.dds
  }
  layer1
  {
    map=textures/plaque_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
;
;
;
;
;
;									INTERIOR
;
;
;
;
shader_ciel_de_toit~vf_interieur
{
  sort_offset=1
  cull=none
  layer0
  {
    map=textures/toit_2.dds
    shininess=20
  }
}
shader_plastique_int~vf_interieur
{
  sort_offset=1
  cull=none
  layer0
  {
    map=textures/plastique1.jpg
    shininess=20
  }
}
shader_plastique_fonce~vf_interieur_fonce
{
  sort_offset=1
  cull=none
  shininess=20
  layer0
  {
    map=textures/plastique1.jpg
  }
}
shader_moquette~vf_interieur_fonce
{
  sort_offset=1
  cull=none
  layer0
  {
    map=textures/moquette.jpg
    shininess=20
  }
}
shader_ceinture~vf_interieur
{
  sort_offset=1
  cull=none
  layer0
  {
    map=textures/ceinture.tga
    shininess=20
  }
}
shader_moquette_2~vf_interieur
{
  sort_offset=1
  cull=none
  layer0
  {
    map=textures/moquette.jpg
    shininess=20
  }
}
shader_tissu1~vf_interieur
{
  sort_offset=1
  ;ambient=0.80 0.80 0.80
  ;diffuse=0.80 0.80 0.80
  cull=none
  layer0
  {
    map=textures/tissu1.tga
    shininess=20
  }
}
shader_tissu2~vf_interieur
{
  sort_offset=1
  ;ambient=0.80 0.80 0.80
  ;diffuse=0.80 0.80 0.80
  cull=none
  layer0
  {
    map=textures/tissu2.tga
    shininess=20
  }
}
shader_tbd~vf_standard
{
  sort_offset=1
  cull=none
  layer0
  {
    map=kmh190.tga
    shininess=20
  }
}
shader_clio00_n~vf_lumieres
{
  shininess=12
  sort_offset=15
  specular=0 0 0 0
  ambient=1 1 1 1
  diffuse=30 30 30 30
  emission=30 30 30 30
  layer0
  {
    map=textures/clio_n.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_tbd_n~vf_lumieres
{
  shininess=12
  specular=2 2 2
  ambient=1 1 1
  diffuse=4 4 4
  emission=10 10 10
  layer0
  {
    map=tbd_n.tga
    blendfunc=blend
  }
}
