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_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=0.40
  cull=none
  ambient=0.22 0.20 0.21 1
  diffuse=0.22 0.16 0.19 1
  specular=0.75 0.50 0.30 1
  shininess=15
  mipmap_bias=1.00
  fresnel
  {
    bias=0.1
    scale=1
    power=3
  }
}
shader_body~body
{
  layer0
  {
    map=textures/body.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_protections~body
{
  reflect=0
  ;ambient=0.005 0.005 0.005 1
  ;diffuse=0.010 0.010 0.010 1
  ;specular=0.05 0.050 0.050 1
  layer0
  {
    map=textures/blanc2.dds
  }
}
;                               Carrosserie
shader_vitres~vf_reflect
{
  sort_offset=111
  reflect=0.25
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.5
  }
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_par_brise~vf_reflect
{
  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
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    ;depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_noir~vf_reflect
{
  cull=none
  layer0
  {
    map=textures/blanc2.dds
    specular=0.05 0.05 0.05
    ambient=0.01 0.01 0.01
    diffuse=0.01 0.01 0.01
    shininess=10
  }
}
shader_exterieur~vf_reflect
{
  cull=none
  reflect=1
  layer0
  {
    map=textures/exterieur.dds
    shininess=13
    specular=0.07 0.07 0.07 1
  }
}
shader_exterieur_trans~vf_reflect
{
  sort_offset=1
  reflect=0.12
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/exterieur.dds
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    ;depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_pneu~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.05 0.05 0.05
  shininess=15
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_chrome_brillant~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
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_jante~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ambient=0.60 0.60 0.62
  diffuse=0.25 0.25 0.28
  specular=0.80 0.80 0.80
  shininess=9
  reflect=0.25
  mipmap_bias=8
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_degi~vf_standard
{
  cull=none
  layer0
  {
    map=textures/degi.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_retro~vf_standard
{
  ambient=0.04 0.04 0.055
  diffuse=0.04 0.04 0.055
  layer0
  {
    map=$mirror
  }
}
shader_filet~vf_standard
{
  cull=none
  sort_offset=110
  layer0
  {
    map=textures/filet.dds
    blendfunc=blend
    ;depthwrite=0
    ;mipmap_lod_bias=-1
  }
}
;
;
;
;
INTERIEUR=
;
;
;
;
shader_interieur~vf_reflect
{
  cull=none
  layer0
  {
    map=textures/interieur.dds
    specular=0.05 0.05 0.05
    ;ambient=0.01 0.01 0.01
    ;diffuse=0.01 0.01 0.01
    shininess=10
  }
}
shader_ciel_de_toit~vf_standard
{
  ambient=1 1 1
  diffuse=0.5 0.5 0.5
  cull=none
  reflect=0
  compression=0
  specular=0.05 0.05 0.05
  shininess=12
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/ciel_de_toit.jpg
  }
  ;layer1
  ;{
  ;map=textures/ciel_de_toit_bump.jpg
  ;mode=linear
  ;mipmap_lod_bias=-1
  ;}
}
shader_plastique_interieur~vf_bump
{
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  cull=none
  reflect=0
  compression=0
  specular=0.02 0.02 0.02
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_couture~cuir
{
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  specular=0.02 0.02 0.02
  layer0
  {
    map=textures/couture_1.dds
  }
  layer1
  {
    map=textures/couture_bump.dds
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_cuir_0~cuir
{
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  specular=0.02 0.02 0.02
  layer0
  {
    map=textures/cuir0.dds
    blendfunc=blend
  }
  layer1
  {
    map=textures/cuir0_bump.dds
    mode=linear
    mipmap_lod_bias=-1
    ;map=$trackenvmap
    blendfunc=blend
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_harmonie~vf_standard
{
  ambient=0.190 0.188 0.165 1
  diffuse=0.190 0.188 0.165 1
  cull=none
  reflect=0
  compression=0
  specular=0.038 0.037 0.033 1
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_bois~vf_standard
{
  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~vf_standard
{
  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~vf_standard
{
  layer0
  {
    map=textures/vitres.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_surpiqures~cuir
{
  ambient=1 1 1 1
  diffuse=1 1 1 1
  specular=0.02 0.02 0.02
  layer0
  {
    map=textures/surpiqures.dds
  }
  layer1
  {
    map=textures/surpiqures_bump.dds
    mode=linear
    ;mipmap_lod_bias=-1
  }
}
shader_moquette~vf_standard
{
  ambient=0.190 0.188 0.165 1
  diffuse=0.190 0.188 0.165 1
  cull=none
  reflect=0
  compression=0
  specular=0.038 0.037 0.033 1
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/moquette.jpg
  }
}
shader_compteur_2~vf_standard
{
  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~vf_standard
{
  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~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.05 0.05 0.05
  shininess=15
  layer0
  {
    map=textures/exterieur.dds
  }
  layer1
  {
    map=textures/exterieur_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_cuir_bv~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.05 0.05 0.05
  shininess=15
  layer0
  {
    map=textures/cuirbv.jpg
  }
  layer1
  {
    map=textures/cuirbv_bump.jpg
    mode=linear
    mipmap_lod_bias=-1
  }
}
;
;
;
;
SIEGES=
;
;
;
;
shader_cuir_1~cuir
{
  layer0
  {
    map=textures/cuir0.dds
  }
  layer1
  {
    map=textures/cuir0_bump.dds
    mode=linear
    ;mipmap_lod_bias=-1
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_cuir_2~vf_standard
{
  ;			Liseret sieges
  ;
  ambient=0.020 0.020 0.020 1
  diffuse=0.025 0.025 0.025 1
  cull=none
  reflect=0.01
  compression=0
  specular=0.025 0.025 0.025 1
  shininess=30
  motion_blur=0
  mipmap_bias=30
  tangents=1
  layer0
  {
    map=textures/cuir0.dds
  }
}
shader_cuir_perfore~cuir
{
  layer0
  {
    map=textures/cuir_perf.tga
  }
  layer1
  {
    map=textures/cuir_perf_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_couture_2~cuir
{
  layer0
  {
    map=textures/couture_1.dds
  }
  layer1
  {
    map=textures/couture_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_harmonie_2~vf_standard
{
  ambient=0.190 0.188 0.165 1
  diffuse=0.190 0.188 0.165 1
  cull=none
  reflect=0
  compression=0
  specular=0.038 0.037 0.033 1
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/blanc2.dds
  }
}
;
;
;
LUMIERES=
;
;
;
;
shader_reverse~vf_lumieres
{
  shininess=12
  specular=0 0 0 0
  ambient=15 15 15 1
  diffuse=15 15 15 1
  layer0
  {
    map=textures/exterieur.dds
    depthwrite=0
  }
}
