vf_reflect
{
  cast_shadow=1
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_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_standard
{
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_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_heat
{
  ;Brake disc heat shader
  vertex_shader
  {
    file=cg/dyn_standard_v.cg
  }
  fragment_shader
  {
    file=cg/standard_brakeheat_f.cg
  }
}
cuir
{
  ambient=0.190 0.188 0.165 1
  diffuse=0.190 0.188 0.165 1
  cull=none
  reflect=1
  compression=0
  specular=0.038 0.037 0.033 1
  shininess=50
  motion_blur=0
  mipmap_bias=1
  tangents=1
  cast_shadow=1
  fresnel
  {
    bias=0.1
    scale=0.1
    power=100
  }
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_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=1.00
	cull=back
	ambient=0.42 0.42 0.45 1
  	diffuse=0.44 0.44 0.48 1
  	specular=0.45 0.45 0.45 1
  	shininess=15
	mipmap_bias=1.00
	fresnel
	{
		bias=0.1
		scale=1
		power=3
	}
}
shader_carrosserie~body
{
	layer0
	{
		map=textures/col.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_pneu~vf_bump
{
  tangents=1
  ambient = 1 1 1 1
  diffuse = 1 1 1 1
  compression=0
  motion_blur=0
  specular=0.02 0.02 0.02
  shininess=15
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_chrome~vf_reflect
{
	reflect=0.1
	ambient=0.5 0.5 0.5 1
	diffuse=0.5 0.5 0.5 1
	specular=0.25 0.25 0.25
	mipmap_bias=5
	fresnel
	{
		bias=2
		power=1
		scale=3
	}	
	layer0
	{
		map=textures/col.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
phares~vf_reflect
{
  reflect=1
  ambient=0.20 0.20 0.20 0.20
  diffuse=0.50 0.50 0.50 0.00
  specular=0.45 0.45 0.45 0.00
  shininess=12
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
}
shader_chrome_phare~phares
{
	layer0
	{
		map=textures/col.tga
	}
		layer1
	{
		map=$trackenvmap
	}
}
shader_chrome_phare2~phares
{
	reflect=0
	ambient=0.02 0.02 0.02 1
	diffuse=0.02 0.02 0.02 1
	specular=0.10 0.10 0.1 1
	layer0
	{
		map=textures/col.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_chrome_phare3~phares
{
	reflect=0
	ambient=0.60 0.58 0.57 1
	diffuse=0.60 0.58 0.57 1
	specular=0.30 0.30 0.30 1
	layer0
	{
		map=textures/col.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_retro~vf_standard
{
	ambient=0.10 0.10 0.10 1
	diffuse=0.10 0.10 0.10 1
	layer0
	{
		map=$mirror
	}
}
shader_poignes~vf_standard
{
	ambient=0.80 0.80 0.80 1
	diffuse=0.82 0.82 0.82 1
	specular=0.60 0.60 0.60 1
	shininess=12
	layer0
	{
		map=textures/col.tga
	}
}
shader_vitres_1~vf_windows
{
	sort_offset=111
	reflect=1
	;cull=none
 	layer0
	{
		map=textures/vitre2.tga
        blendfunc=blend
		depthwrite=always
		alpha_to_coverage=1
  	}
  	layer1
  	{
    	map=$trackenvmap
  	}
}
shader_vitres_2~vf_windows
{
	sort_offset=111
	reflect=1
	;cull=none
 	layer0
	{
		map=textures/vitre.tga
         blendfunc=blend
		depthwrite=always
		alpha_to_coverage=1
  	}
  	layer1
  	{
    	map=$trackenvmap
  	}
}
shader_del~vf_windows
{
	sort_offset=111
	reflect=0.10
	specular=0.035 0.0075 0.0005 1
	shininess=18
	cull=none
 	layer0
	{
    		map=textures/del.tga
            blendfunc=blend
			depthwrite=always
			alpha_to_coverage=1
  	}
  	layer1
  	{
    		map=$trackenvmap
  	}
}
shader_glace_phare~vf_windows
{
	sort_offset=4
	reflect=0.10
	cull=none
 	layer0
	{
    		map=textures/glace.tga
            blendfunc=blend
			depthwrite=1
  	}
  	layer1
  	{
    		map=$trackenvmap
  	}
}
shader_degi~vf_standard
{
	cull=none
	layer0
	{
		map=textures/degi.tga
		blendfunc=blend
	}

}
shader_noir~vf_standard
{
	cull=none
	ambient=0.0100 0.0100 0.0100 1
	diffuse=0.0105 0.0105 0.0105 1
	specular=0.10 0.10 0.10
	shininess=15
	layer0
	{
		map=textures/col.tga
	}

}
shader_enjoliveur~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ;For normal rims
  ambient=0.40 0.40 0.41 1
  diffuse=0.42 0.42 0.45 1
  ;For Dark rims :
  ;ambient=0.10 0.10 0.10 1
  ;diffuse=0.12 0.12 0.12 1
  specular=0.88 0.86 0.80
  shininess=20
  reflect=0.10
  mipmap_bias=8
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_maledriver~vf_standard
{
	layer0
	{
		map=textures/maledriver.tga
        specular=0.3 0.3 0.3
        shininess=30
	}
}
shader_chassis~body
{
	 cull=back
	 layer0
	 {
	  map=textures/col.tga
	 }
	 layer1
	 {
	  map=$trackenvmap
	 }
}
;
;
;
;																	INTERIOR
;
;
;
shader_plastique~vf_bump
{
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.01 0.010 0.010 1
  shininess=10
  motion_blur=0
  tangents=1
  compression=0
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=textures/plastiques_bump.tga
    mode=linear
    mipmap_lod_bias=-0.50
  }
}
shader_plastique_dur~vf_bump
{
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.03 0.030 0.030 1
  shininess=20
  motion_blur=0
  tangents=1
  compression=0
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=textures/plastiques_bump2.tga
    mode=linear
  }
}
shader_rpm~vf_standard
{
	specular=0.01 0.01 0.01 1
	shininess=20
	layer0
	{
		map=HUD/rpm7k.tga
	}
}
shader_kmh~vf_standard
{
	specular=0.01 0.01 0.01 1
	shininess=20
	layer0
	{
		map=HUD/kmh.tga
	}
}
shader_badge~vf_standard
{
	layer0
	{
		map=textures/int.tga
		blendfunc=blend
	}
}
shader_interieur~vf_standard
{
	layer0
	{
		map=textures/interieur.tga
		blendfunc=blend
	}
}
shader_tbd~vf_reflect
{
	ambient=0.01 0.01 0.010 1 
	diffuse=0.02 0.02 0.020 1
	specular=0.01 0.01 0.01 1
	shininess=30
	reflect=0.00020
	mipmap_bias=3
	fresnel
	{
		bias=0.8
		scale=1
		power=10
	}
	layer0
	{
		map=textures/col.tga
	}
}
shader_ciel_de_toit~vf_standard
{
	layer0
	{
		map=textures/beige_haut.jpg
		blendfunc=blend
	}
}
shader_volant~vf_standard
{
	ambient=0.02 0.02 0.02 1
	diffuse=0.02 0.02 0.02 1
	specular=0.10 0.10 0.1 1
	shininess=15
	layer0
	{
		map=textures/col.tga
	}
}
shader_moquette~vf_standard
{
	ambient=0.020 0.020 0.020 1
	diffuse=0.025 0.025 0.025 1
	specular=0.02 0.020 0.020 1
	shininess=30
	layer0
	{
		map=textures/moquette.jpg
	}
}
shader_tissu1~vf_bump
{
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.01 0.010 0.010 1
  shininess=10
  motion_blur=0
  tangents=1
  compression=0
  layer0
  {
    map=textures/tissu1.tga
  }
  layer1
  {
    map=textures/tissu1_bump.tga
    mode=linear
    mipmap_lod_bias=-0.5
  }
}
shader_tissu2~vf_bump
{
  ambient=0.012 0.012 0.012 1
  diffuse=0.012 0.012 0.012 1
  specular=0.01 0.010 0.010 1
  shininess=10
  motion_blur=0
  tangents=1
  compression=0
  layer0
  {
    map=textures/tissu1.tga
  }
  layer1
  {
    map=textures/tissu2_bump.tga
    mode=linear
    mipmap_lod_bias=-0.50
  }
}
shader_surpiqures~vf_standard
{
  ambient=1 1 1 1
  diffuse=1 1 1 1
  specular=0 0 0
  layer0
  {
    map=textures/couture.dds
    blendfunc=blend
  }
}
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/interieur.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_kmh_n~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/kmh_n.tga
    texenv=replace
    blendfunc=blend
    depthwrite=0
  }
}
shader_rpm_n~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/rpm7k_n.tga
    texenv=replace
    blendfunc=blend
    depthwrite=0
  }
}
shader_badge_n~vf_lumieres
{
  shininess=12
  sort_offset=90
  specular=0 0 0 0
  ambient=4 2 0 1
  diffuse=4 2 0 1
  emission=10 5 0 1
  layer0
  {
    map=textures/int.tga
    texenv=replace
    blendfunc=blend
    depthwrite=0
  }
}
shader_stop~vf_lumieres
{
  shininess=12
  sort_offset=90
  specular=0 0 0 0
  ambient=200 50 0 1
  diffuse=200 50 0 1
  emission=200 50 0 1
  layer0
  {
    map=textures/trace_lum.tga
    blendfunc=blend
    depthwrite=1
  }
}