vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump
{
  reflect=0
  ; 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_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_couleur~vf_reflect
{
  cast_shadow=1
  tangents=1
  compression=0 ; bad artifacts if turned on
  reflect=0.3
  cull=none
  diffuse=0.12 0.18 0.06 1
  ambient=0.12 0.18 0.06 1
  specular=0.2 0.5 0.2 1
  shininess=30
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=textures/color.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_pc~vf_reflect
{
  cast_shadow=1
  tangents=1
  compression=0 ; bad artifacts if turned on
  reflect=0
  cull=none
  diffuse=0.12 0.12 0.12
  ambient=0.10 0.10 0.10
  specular=0.15 0.15 0.15
  shininess=20
  layer0
  {
    map=textures/color.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_gris~vf_standard
{
  cast_shadow=1
  ambient=0.4 0.4 0.4
  diffuse=0.3 0.3 0.3
  cull=none
  layer0
  {
    map=textures/color.tga
    shininess=65
    specular=0.4 0.4 0.4
  }
}
shader_bahamas~vf_standard
{
  cast_shadow=1
  cull=none
  motion_blur=0
  ambient=0.4 0.4 0.4
  diffuse=0.5 0.5 0.5
  layer0
  {
    map=textures/color.tga
    shininess=15
    specular=0.8 0.8 0.8
  }
}
shader_texture1~vf_bump
{
  cast_shadow=1
  motion_blur=0
  ;shader for parts of matte trim mapped to body texture. Only scuttle panel and B pillar at the moment
  tangents=1
  reflect=0.01
  compression=0
  specular=0.08 0.08 0.08
  shininess=17
  ;cull=none
  layer0
  {
    map=textures/texture1.tga
  }
  layer1
  {
    map=textures/texture1_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_noir~vf_standard
{
  cast_shadow=1
  ambient=0.02 0.02 0.02
  diffuse=0 0 0 0
  cull=none
  layer0
  {
    map=textures/color.tga
    shininess=15
    specular=0.02 0.02 0.02
  }
}
shader_vitres~vf_reflect
{
  cast_shadow=1
  sort_offset=1
  reflect=0.25
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_DEL~vf_reflect
{
  cast_shadow=1
  sort_offset=1
  reflect=0.04
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/del.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_chrome~vf_reflect
{
  reflect=0.2
  diffuse=0.2 0.2 0.2
  cull=none
  ambient=0.7 0.7 0.7
  shininess=12
  specular=0.1 0.1 0.1 
  ;cull=none
  layer0
  {
    map=textures/color.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_retro~vf_standard
{
  ambient=0.050 0.050 0.050
  diffuse=0.050 0.050 0.050
  specular=0 0 0
  layer0
  {
    map=$mirror
    texscale_s=1
    texscale_r=1
    texscale_t=1
  }
}
shader_details~vf_standard
{
  cast_shadow=1
  specular=0.04 0.04 0.04
  shininess=8
  layer0
  {
    map=textures/details.jpg
  }
}
shader_phare~vf_reflect
{
  reflect=0.2 ;0.4
  diffuse=1.0 1.0 1.0
  ambient=0.7 0.7 0.7
  shininess=64
  specular=0.1 0.1 0.1 
  ;cull=none
  layer0
  {
    map=textures/phare.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_feux~vf_reflect
{
  reflect=0
  diffuse=1.0 1.0 1.0
  ambient=0.7 0.7 0.7
  shininess=20
  specular=0.03 0.03 0.03 
  ;cull=none
  layer0
  {
    map=textures/feux.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_glass_phare~vf_reflect
{
  cast_shadow=1
  sort_offset=1
  reflect=0.30
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/glass_phare.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_beige_haut~vf_bump
{
  cast_shadow=1
  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/beige-haut.jpg
  }
  layer1
  {
    map=textures/beige-haut_bump.jpg
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_plastique_bas~vf_standard
{
  cast_shadow=1
  ambient=0.32 0.30 0.25
  diffuse=0.21 0.20 0.15
  layer0
  {
    map=textures/color.tga
    specular=0.225 0.37 0.25
    shininess=12
  }
}
shader_cuir_levier~vf_standard
{
  cast_shadow=1
  tangents=1
  compression=0
  ambient=0.3 0.3 0.3
  diffuse=1.0 1.0 1.0
  specular=0.03 0.03 0.03
  shininess=17
  ;cull=none
  layer0
  {
    map=textures/cuir_bv.tga
  }
}
shader_gris_argile_fonc~vf_bump
{
  cast_shadow=1
  ;shader for parts of matte trim mapped to body texture. Only scuttle panel and B pillar at the moment
  tangents=1
  compression=0
  ambient=0.3 0.3 0.3
  diffuse=1.0 1.0 1.0
  specular=0.04 0.04 0.04
  shininess=12
  ;cull=none
  layer0
  {
    map=textures/gris_argile.tga
  }
  layer1
  {
    map=textures/gris_argile_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_chrome_pommeau~vf_standard
{
  ambient=0.3 0.3 0.3
  diffuse=0.5 0.5 0.5
  shininess=12
  specular=0.2 0.2 0.2
  layer0
  {
    map=textures/chrome_pommeau.jpg
  }
}
shader_console_centrale~vf_standard
{
  cast_shadow=1
  tangents=1
  reflect=0
  cull=none
  diffuse=1.0 1.0 1.0
  ambient=0.6 0.6 0.6
  specular=0.04 0.04 0.04
  shininess=15
  layer0
  {
    map=textures/tbd.tga
  }
}
shader_moquette~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=textures/moquette.jpg
  }
}
shader_tissu~vf_standard
{
  specular=0.1 0.10 0.10
  shininess=10
  ambient=0.32 0.30 0.25
  diffuse=0.21 0.20 0.15
  cast_shadow=1
  layer0
  {
    map=textures/tissu.dds
  }
}
shader_tissu_2~vf_standard
{
  specular=0.1 0.10 0.10
  shininess=10
  ambient= 0.60 0.60 0.60
  diffuse= 0.65 0.65 0.65
  cast_shadow=1
  layer0
  {
    map=textures/tissu_2.dds
  }
}
shader_poignes~vf_standard
{
  layer0
  {
    map=textures/poignés.tga
  }
}
shader_poign_tirage~vf_standard
{
  ambient=0.15 0.17 0.13 1
  diffuse=0.15 0.17 0.13 1
  layer0
  {
    map=textures/color.tga
  }
}
shader_noir2~vf_standard
{
  cast_shadow=1
  ambient=0.01 0.01 0.01
  diffuse=0.02 0.02 0.02
  specular=0.03 0.03 0.03
  shininess=12
  layer0
  {
    map=textures/color.tga
  }
}
shader_chassis~vf_standard
{
  layer0
  {
    map=textures/color.tga
    diffuse=0.25 0.5 0.625
    ambient=0.25 0.5 0.625
  }
}
shader_vignette_pommeau~vf_standard
{
  layer0
  {
    map=textures/bvm.tga
  }
}
shader_commodos~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=textures/commande.tga
  }
}
shader_vitres_int~vf_standard
{
  layer0
  {
    map=textures/vitres.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_interieur00~vf_standard
{
  sort_offset=-1
  layer0
  {
    map=textures/interieur00.tga
    blendfunc=blend
  }
}
shader_default_material~vf_standard
{
  ambient=0.2 0.2 0.2
  diffuse= 0.2 0.2 0.2
  ;sort_offset=1
  layer0
  {
    map=textures/color.tga
    blendfunc=blend
  }
}
shader_maledriver~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=textures/maledriver.tga
  }
}
shader_default_material~vf_standard
{
  layer0
  {
    map=textures/color.tga
  }
}
shader_cuir~vf_bump
{
  specular=0.04 0.04 0.04
  ambient=0.02 0.02 0.02
  diffuse=0.04 0.04 0.04
  shininess=15
  motion_blur=0
  tangents=1
  cast_shadow=1
  reflect=0
  compression=0
  layer0
  {
    map=textures/plastique1.jpg
  }
  layer1
  {
    map=textures/plastique1_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_cuir_perf~vf_bump
{
  cast_shadow=1
  reflect=0
  compression=0
  specular=0.04 0.04 0.04
  ambient=0.10 0.10 0.10
  diffuse=0.12 0.12 0.12
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/cuir_perf.tga
  }
  layer1
  {
    map=textures/cuir_perf_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_compteur~vf_standard
{
  sort_offset=-1
  depthwrite=0
  layer0
  {
    map=textures/interieur00.tga
    emission=1 1 1 1
  }
}
shader_freins~vf_standard
{
  layer0
  {
    map=textures/texture1.tga
    blendfunc=blend
  }
}
shader_cuir2~vf_bump
{
  cast_shadow=1
  reflect=0
  compression=0
  specular=0.08 0.08 0.09
  ambient=0.225 0.37 0.25
  diffuse=0.15 0.25 0.15
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/cuir 2.tga
  }
  layer1
  {
    map=textures/cuir 2_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_cuir3~vf_bump
{
  cast_shadow=1
  reflect=0
  specular=0.04 0.04 0.04
  ambient=0.225 0.33 0.25
  diffuse=0.15 0.22 0.15
  compression=0
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/tissu_2.dds
  }
  layer1
  {
    map=textures/tissu_2_bump.dds
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_plastique_noir~vf_bump
{
  cast_shadow=1
  reflect=0
  compression=0
  specular=0.1 0.01 0.01
  shininess=15
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastique.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_sieges~vf_standard
{
  cast_shadow=1
  ambient=0.225 0.33 0.25
  diffuse=0.15 0.22 0.15
  cull=none
  layer0
  {
    map=textures/siege.jpg
    shininess=15
    specular=0.02 0.02 0.02
  }
}
shader_jonc~vf_standard
{
  cast_shadow=1
  ambient=0.02 0.02 0.02
  diffuse=0 0 0
  cull=none
  layer0
  {
    map=textures/color.tga
    shininess=15
    specular=0.02 0.02 0.02
  }
}
shader_degi~vf_reflect
{
  cast_shadow=1
  ;sort_offset=1
  reflect=0.01
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cull=none
  layer0
  {
    map=textures/degivrage.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
;;
;;
;;								Lights
shader_recul~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=20 20 20
  ambient=20 20 20
  emission=20 20 20
  layer0
  {
    map=textures/feux.tga
    blendfunc=blend
  }
}
shader_cligno_ar~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=20 10 0
  ambient=20 10 0
  emission=20 10 0
  layer0
  {
    map=textures/feux.tga
    blendfunc=blend
  }
}
shader_cligno_av~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=20 10 0
  ambient=20 10 0
  emission=20 10 0
  layer0
  {
    map=textures/phare.tga
    blendfunc=blend
  }
}
