body
{
  cast_shadow=1
  tangents=1
  compression=0
  reflect=0.40
  cull=none
  ambient=0.26 0.26 0.40 1
  diffuse=0.30 0.30 0.40 1
  specular=0.55 0.55 0.65 1
  shininess=15
  mipmap_bias=1.00
  fresnel
  {
    bias=0.1
    scale=1
    power=3
  }
}
shader_body~body
{
  layer0
  {
    map=textures/fresnel.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    emission=1 1 1 1
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter
  }
  layer2
  {
    map=textures/body.dds
    blendfunc=one src_alpha
    emission=0 0 0 1
    shininess=0
    specular=0 0 0 1
  }
}
shader_protections~body
{
  reflect=0
  layer0
  {
    map=textures/blanc2.dds
  }
}
;                               Carrosserie
shader_vitres
{
  sort_offset=111
  reflect=0.25
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.5
  }
  layer0
  {
    map=textures/vitres.tga
    emission=0 0 0 1
    shininess=0
    specular=0 0 0 1
    blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    emission=0 0 0 1
  }
}
shader_par_brise
{
  sort_offset=111
  reflect=1.10
  diffuse=0.92 0.77 2.270
  ambient=1.0 1.0 1.0
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.5
  }
  layer0
  {
    map=textures/vitres.tga
    emission=0 0 0 1
    shininess=0
    specular=0 0 0 1
    blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    emission=0 0 0 1
  }
}
shader_noir
{
  cull=none
  layer0
  {
    map=textures/blanc2.dds
    specular=0.05 0.05 0.05
    ambient=0.01 0.01 0.01
    diffuse=0.01 0.01 0.01
    shininess=10
  }
}
shader_exterieur
{
  cull=none
  reflect=1
  layer0
  {
    map=textures/exterieur.dds
    shininess=13
    specular=0.07 0.07 0.07 1
  }
}
shader_exterieur_trans
{
  sort_offset=1
  layer0
  {
    map=textures/exterieur.dds
    emission=0 0 0 1
    shininess=0
    specular=0 0 0 1
    blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    emission=0 0 0 1
  }
}
shader_pneu
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.05 0.05 0.05
  shininess=15
  layer0
  {
    map=textures/pneu512.tga
  }
}
shader_chrome_brillant
{
  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
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_jante
{
  tangents=1
  compression=0
  motion_blur=0
  ambient=0.60 0.60 0.62
  diffuse=0.25 0.25 0.28
  specular=0.80 0.80 0.80
  shininess=9
  reflect=0.25
  mipmap_bias=8
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_degi
{
  cull=none
  layer0
  {
    map=textures/degi.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_retro
{
  ambient=0.04 0.04 0.055
  diffuse=0.04 0.04 0.055
  layer0
  {
    map=$mirror
  }
}
shader_filet
{
  cull=none
  sort_offset=110
  layer0
  {
    map=textures/filet.dds
    blendfunc=blend
    ;depthwrite=0
    ;mipmap_lod_bias=-1
  }
}
;
;
;
;
EXTERIEUR=
;
;
;
;
shader_interieur
{
  cull=none
  layer0
  {
    map=textures/interieur.dds
    specular=0.05 0.05 0.05
    ;ambient=0.01 0.01 0.01
    ;diffuse=0.01 0.01 0.01
    shininess=10
  }
}
shader_ciel_de_toit
{
  ambient=1 1 1
  diffuse=0.5 0.5 0.5
  cull=none
  reflect=0
  compression=0
  specular=0.05 0.05 0.05
  shininess=12
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/ciel_de_toit.jpg
  }
}
shader_plastique_interieur
{
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_couture
{
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/couture.dds
  }
}
shader_cuir_0
{
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  cull=none
  reflect=0.05
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  mipmap_bias=3
  tangents=1
  layer0
  {
    map=textures/cuir0.dds
  }
}
shader_harmonie
{
  ambient=0.190 0.188 0.165
  diffuse=0.10 0.10 0.08
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_bois
{
  cull=none
  reflect=0
  compression=0
  ambient=0.4 0.4 0.4
  diffuse=0.4 0.4 0.4
  specular=0.02 0.02 0.02
  shininess=25
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/bois.dds
  }
}
shader_compteur
{
  shininess=12
  sort_offset=90
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  layer0
  {
    map=textures/exterieur.dds
    blendfunc=blend
    depthwrite=0
  }
}
shader_vitres_int
{
  layer0
  {
    map=textures/vitres.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_surpiqures
{
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/surpiqures.dds
  }
}
shader_moquette
{
  ambient=0.190 0.188 0.165
  diffuse=0.10 0.10 0.08
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/moquette.jpg
  }
}
shader_compteur_2
{
  shininess=12
  cast_shadow=0
  sort_offset=100
  specular=0 0 0 0
  ambient=4 4 4 1
  diffuse=4 4 4 1
  layer0
  {
    map=textures/exterieur.dds
    blendfunc=blend
    depthwrite=0
  }
}
shader_esp
{
  shininess=12
  cast_shadow=0
  sort_offset=100
  specular=0 0 0 0
  ambient=1 1 1 1
  diffuse=1 1 1 1
  layer0
  {
    map=textures/esp.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_exterieur_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.05 0.05 0.05
  shininess=15
  layer0
  {
    map=textures/exterieur.dds
  }
}
shader_cuir_bv
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.05 0.05 0.05
  shininess=15
  layer0
  {
    map=textures/cuirbv.jpg
  }
}
;
;
;
;
SIEGES=
;
;
;
;
shader_cuir_1
{
  ambient=0.03 0.025 0.02
  diffuse=0.03 0.025 0.02
  cull=none
  reflect=0.05
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  mipmap_bias=1
  tangents=1
  layer0
  {
    map=textures/cuir0.dds
  }
}
shader_cuir_2
{
  ;			Liseret sieges
  ;
  ambient=0.190 0.188 0.165
  diffuse=0.10 0.10 0.08
  cull=none
  reflect=0.05
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  mipmap_bias=1
  tangents=1
  layer0
  {
    map=textures/cuir0.dds
  }
}
shader_cuir_perfore
{
  ambient=0.03 0.025 0.02
  diffuse=0.03 0.025 0.02
  cull=none
  reflect=0.05
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  ;mipmap_bias=1
  tangents=1
  layer0
  {
    map=textures/cuir_perf.tga
  }
}
shader_couture_2
{
  ambient=0.03 0.025 0.02
  diffuse=0.03 0.025 0.02
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/couture_1.dds
  }
}
shader_harmonie_2
{
  ambient=0.190 0.188 0.165
  diffuse=0.10 0.10 0.08
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
}
;
;
;
LUMIERES=
;
;
;
;
shader_reverse
{
  shininess=12
  specular=1 1 1 1
  ambient=4 4 4 1
  diffuse=4 4 4 1
  layer0
  {
    map=textures/exterieur.dds
    depthwrite=0
  }
}
