vf_bump
{
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_bump
{
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
shader_par_brise~vf_reflect
{
  sort_offset=1
  reflect=1.10
  diffuse=0.92 0.77 2.270
  ambient=1.0 1.0 1.0
  layer0
  {
    map=vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_couleur~vf_speckle
{
  compression=0
  reflect=0.25
  cull=none
  specular=0.50 0.51 0.53 1
  ambient=0.047 0.044 0.045 1
  diffuse=0.088 0.080 0.085 1
  shininess=90
  tangents=1
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=e1.dds
  }
  layer1
  {
    map=e1_bump.dds
    mode=linear
  }
  layer2
  {
    map=noise.dds
    mipmap_lod_bias=-1
  }
  layer3
  {
    map=$trackenvmap
  }
}
shader_glasse_ph~vf_reflect
{
  diffuse=0 0 0 0
  sort_offset=1
  reflect=0.6
  layer0
  {
    map=glasse.tga
    blendfunc=blend
    ;blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_vitres_int~vf_reflect
{
  reflect=0
  layer0
  {
    map=vitres.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_glasse_feux~vf_reflect
{
  sort_offset=1
  reflect=0.10
  layer0
  {
    map=exterieur.dds
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_feux~vf_reflect
{
  reflect=0.3
  layer0
  {
    map=exterieur.dds
    ;blendfunc=blend
  }
}
shader_moquette~vf_standard
{
  layer0
  {
    map=moquette.tga
  }
}
shader_default~vf_standard
{
  layer0
  {
    map=chrome2.jpg
  }
}
shader_baguette_tbd~vf_standard
{
  layer0
  {
    map=interieur.dds
  }
}
shader_monog~vf_standard
{
  diffuse=0.50 0.48 0.52
  ambient=0.50 0.48 0.52
  layer0
  {
    map=chrome2.jpg
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_silv~vf_standard
{
  reflect=0
  cull=none
  specular=0.3 0.3 0.3
  shininess=21
  motion_blur=0
  tangents=1
  layer0
  {
    map=silv.tga
  }
}
shader_exterieur~vf_standard
{
  layer0
  {
    map=exterieur.dds
  }
}
shader_phare_phase1~vf_reflect
{
  compression=0
  reflect=1
  specular=0.7 0.7 0.7
  ;emission=0 0 0
  ;ambient=0.7 0.7 0.7
  shininess=20
  tangents=1
  cull=none
  layer0
  {
    map=exterieur.dds
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; ;Reflection cubemap
    map=$trackenvmap
  }
}
shader_chassis~vf_standard
{
  layer0
  {
    map=chrome2.jpg
  }
}
shader_retro~vf_standard
{
  ambient=0.1 0.1 0.1
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
  }
}
shader_noir~vf_standard
{
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  cull=none
  layer0
  {
    map=chrome2.jpg
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_pc~vf_standard
{
  ambient=0.10 0.10 0.10
  diffuse=0.10 0.10 0.10
  cull=none
  layer0
  {
    map=chrome2.jpg
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_chrome~vf_standard
{
  cull=none
  layer0
  {
    map=chrome.jpg
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_tissu_fd~vf_standard
{
  cull=none
  layer0
  {
    map=cuir 3.dds
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_pneu~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=122
  motion_blur=0
  tangents=1
  layer0
  {
    map=pneu512.tga
  }
  layer1
  {
    map=pneu512_bump.dds
    mode=linear
  }
}
shader_noir_jantes_mat~vf_standard
{
  cull=none
  layer0
  {
    map=exterieur.dds
    shininess=20
    specular=0.3 0.3 0.3
  }
}
shader_interieur~vf_bump
{
  reflect=0
  specular=0.1 0.1 0.1
  shininess=120
  motion_blur=0
  tangents=1
  layer0
  {
    map=interieur.dds
  }
  layer1
  {
    map=interieur_bump.dds
    mode=linear
  }
}
shader_plastique_3~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=plastique3.dds
  }
  layer1
  {
    map=plastique_bump.dds
    mode=linear
  }
}
shader_plastique3~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=plastique3.dds
  }
  layer1
  {
    map=plastique_bump.dds
    mode=linear
  }
}
shader_plastique_4~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=plastique_4.tga
  }
  layer1
  {
    map=plastique_4_bump.tga
    mode=linear
  }
}
shader_glasse_phare~vf_reflect
{
  diffuse=0 0 0 0
  sort_offset=1
  reflect=0.6
  layer0
  {
    map=glasse.tga
    blendfunc=blend
    ;blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_1~vf_reflect
{
  ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
  ;temporarily using chrome shader - no fresnel
  sort_offset=1
  ;sort offset needed, otherwise glass hides lit headlamp models..
  reflect=0.5
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  ;cull=none
  layer0
  {
    map=vitres_2.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_vitres~vf_reflect
{
  sort_offset=1
  reflect=1.0
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_glasse~vf_reflect
{
  ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
  ;temporarily using chrome shader - no fresnel
  sort_offset=1
  ;sort offset needed, otherwise glass hides lit headlamp models..
  reflect=1.0
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  ;cull=none
  layer0
  {
    map=vitres_2.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_phares~vf_reflect
{
  compression=0
  reflect=0.5
  specular=0.7 0.7 0.7
  emission=0 0 0
  ;ambient=0.7 0.7 0.7
  shininess=2
  tangents=1
  cull=none
  layer0
  {
    map=exterieur.dds
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; ;Reflection cubemap
    map=$trackenvmap
  }
}
shader_poignes~vf_speckle
{
  compression=0
  reflect=0.0
  shininess=30
  specular=0.8 0.8 0.8
  ambient=0.40 0.40 0.40
  diffuse=0.62 0.62 0.62
  ; Need tangents passed while rendering
  tangents=1
  cull=none
  layer0
  {
    map=chrome2.jpg
  }
  layer1
  {
    map=$trackenvmap
  }
  layer2
  {
    map=noise.dds
  }
}
shader_maledriver~vf_standard
{
  layer0
  {
    map=maledriver.tga
  }
}
shader_cadran~vf_standard
{
  layer0
  {
    map=compteurs.tga
  }
}
shader_matrice~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=8 8 8 0
  ambient=8 8 8 0
  emission=8 8 8 0
  layer0
  {
    map=compteurs.tga
  }
}
shader_chrome_cpt~vf_speckle
{
  compression=0
  reflect=0
  cull=none
  specular=0.37 0.41 0.31
  ambient=0.15 0.15 0.15 ;(ombre)
  diffuse=0.89 0.88 0.92  ;(lumiere)
  shininess=100
  tangents=1
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=chrome.jpg
  }
  layer1
  {
    map=noise.dds
    mipmap_lod_bias=-0.5
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_fond_cpt~vf_standard
{
  layer0
  {
    map=compteurs.tga
  }
}
shader_glasse_cpt~vf_standard
{
  sort_offset=1
  layer0
  {
    map=glasse.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_ciel_toit~vf_standard
{
  layer0
  {
    map=beige-haut.jpg
  }
}
shader_ext~vf_standard
{
  layer0
  {
    map=beige-haut.jpg
  }
}
shader_bvm~vf_standard
{
  layer0
  {
    map=interieur.dds
  }
}
shader_scala~vf_standard
{
  layer0
  {
    map=exterieur.dds
  }
}
shader_freins
{
  motion_blur=0
  layer0
  {
    map=exterieur.dds
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
}
shader_cuir_bv~vf_bump
{
  reflect=0
  specular=0.6 0.675 0.7 ;0.96 1.08 1.12
  compression=0
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=cuir_bv.dds
  }
  layer1
  {
    map=cuir 3_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_retroecl~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=3 3 3 0
  ambient=3 3 3 0
  emission=3 3 3 0
  layer0
  {
    map=lum.dds
    blendfunc=blend
  }
}
shader_clim_retroecl~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=10 10 10 0
  emission=10 10 10 0
  layer0
  {
    map=interieur.dds
    blendfunc=blend
  }
}
shader_eclr~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=exterieur.dds
    blendfunc=blend
  }
}
shader_lights1~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=lights1.dds
    blendfunc=blend
  }
}
shader_lights2~vf_lumieres
{
  specular=1 1 1 1
  shininess=12
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=lights1.dds
    blendfunc=blend
  }
}
shader_rev~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=lights1.dds
    blendfunc=blend
  }
}
shader_stop~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=lights1.dds
    blendfunc=blend
  }
}
shader_hallo~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 85
  ambient=70 70 85
  emission=70 70 85
  layer0
  {
    map=lights1.dds
    blendfunc=blend
  }
}
shader_degi~vf_standard
{
  cull=none
  layer0
  {
    map=degivrage.tga
    blendfunc=blend
    texscale_s=28
    texscale_r=28
    texscale_t=28
    mipmap_lod_bias=-1
    depthwrite=0
  }
}
shader_jantes~vf_speckle
{
  compression=0
  reflect=0.01
  cull=none
  specular=0.8 0.8 0.8
  ambient=0.25 0.25 0.25
  diffuse=0.40 0.40 0.40
  shininess=20
  tangents=1
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=argos.dds
  }
  layer1
  {
    map=b1_bump.dds
    mode=linear
  }
  layer2
  {
    map=noise.dds
    mipmap_lod_bias=-1
  }
  layer3
  {
    map=$trackenvmap
  }
}
shader_interieur_sec~vf_standard
{
  reflect=0
  specular=0.1 0.1 0.1
  ambient=0.92 0.40 0.22
  diffuse=0.92 0.40 0.22
  shininess=30
  motion_blur=0
  tangents=1
  layer0
  {
    map=interieur.dds
  }
}
shader_plastique_2_sec~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  ambient=1.08 0.47 0.25
  diffuse=1.08 0.47 0.25
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=plastique 2.tga
  }
  layer1
  {
    map=plastique2_bump.tga
    mode=linear
  }
}
shader_cache_sec~vf_speckle
{
  compression=0
  reflect=0
  cull=none
  specular=0.37 0.41 0.31
  ambient=0.12 0.12 0.12
  diffuse=0.12 0.12 0.12
  shininess=100
  tangents=1
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=interieur.dds
  }
  layer1
  {
    map=interieur_bump.dds
    mode=linear
  }
  layer2
  {
    map=noise.dds
    mipmap_lod_bias=-0.5
  }
  layer3
  {
    map=$trackenvmap
  }
}
shader_cuir_2~vf_bump
{
  reflect=0
  compression=0
  specular=0.6 0.675 0.7 ;1.2 1.35 1.4
  ambient=0.44 0.19 0.13
  diffuse=0.44 0.19 0.13
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=cuir 2.tga
  }
  layer1
  {
    map=cuir 2_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_cuir_3~vf_bump
{
  reflect=0
  specular=0.6 0.675 0.7 ;0.96 1.08 1.12
  ambient=0.44 0.19 0.13
  diffuse=0.44 0.19 0.13
  compression=0
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=cuir 3.dds
  }
  layer1
  {
    map=cuir 3_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_plastique_1~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  ambient=0.2 0.2 0.2
  diffuse=0.2 0.2 0.2
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=plastique.dds
  }
  layer1
  {
    map=plastique_bump.dds
    mode=linear
  }
}
shader_plastiques_int~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  ambient=0.2 0.2 0.2
  diffuse=0.2 0.2 0.2
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=plastique.dds
  }
  layer1
  {
    map=plastique_bump.dds
    mode=linear
  }
}
shader_hp~vf_standard
{
  ambient=0.2 0.2 0.2
  diffuse=0.2 0.2 0.2
  layer0
  {
    map=hp.dds
  }
}
shader_lunette~vf_reflect
{
  sort_offset=1
  reflect=0.25
  diffuse=0.3 0.3 0.3
  ambient=0.3 0.3 0.3
  layer0
  {
    map=vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
