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
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}
vf_bump
{
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
shader_couleur~vf_speckle
{
  compression=0
  reflect=0.30
  specular=0 0 0 0
  ambient=0.5 0.5 0.5
  diffuse=0.7 0.7 0.7
  shininess=26
  tangents=1
  cull=none
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=textures/p_nv.dds
  }
  layer1
  {
    map=textures/body_bump.dds
    ; Don't convert from SRGB to linear
    mode=linear
  }
  layer2
  {
    map=textures/noise.dds
    mipmap_lod_bias=-1
  }
  layer3
  {
    map=$trackenvmap
  }
}
shader_vitres~vf_reflect
{
  sort_offset=1
  reflect=0.80
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_par_brise~vf_reflect
{
  sort_offset=10
  diffuse=1 1 1
  ambient=1 1 1
  reflect=0.8
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_vitre_ph~vf_reflect
{
  sort_offset=1
  reflect=0.12
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/glasse.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_ext~vf_standard
{
  cull=none
  layer0
  {
    map=textures/ext.dds
    specular=0.2 0.2 0.2
    mipmap=1
    shininess=40
  }
}
shader_phares~vf_standard
{
  layer0
  {
    map=textures/phares.dds
    mipmap=1
  }
}
shader_cligno~vf_standard
{
  layer0
  {
    map=textures/cligno.dds
    mipmap=1
  }
}
shader_retro~vf_standard
{
  ambient=0.1 0.1 0.1
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
    {
      diffuse=1.0 1.0 1.0
      ambient=1.0 1.0 1.0
      specular=0.0 0.0 0.0
      shininess=24
      ;sort_offset=1
      sort_offset=1
      layer0
      {
        map=textures/vitres.tga
        blendfunc=blend
        depthwrite=0
      }
    }
  }
}
;shader_vitres_int~vf_standard
shader_chassis_2~vf_standard
{
  cull=none
  layer0
  {
    map=textures/ext.dds
  }
}
shader_logos~vf_reflect
{
  compression=0
  reflect=0.8
  specular=0.7 0.7 0.7
  shininess=20
  ; Need tangents passed while rendering
  tangents=1
  cull=none
  layer0
  {
    map=textures/logos.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_repet~vf_standard
{
  layer0
  {
    map=textures/repet.dds
    mipmap=1
    texenv=modulate
  }
}
shader_int1~vf_bump
{
  reflect=0
  specular=0.2 0.2 0.2
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/int1.dds
  }
  layer1
  {
    map=textures/int1_bump.dds
    mode=linear
  }
}
shader_moquette~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=10
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/int1.dds
  }
  layer1
  {
    map=textures/int1_mq.dds
    mode=linear
  }
}
shader_harmonie1_1~vf_bump
{
  reflect=0.0
  specular=0.3 0.3 0.3
  shininess=25
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/motifrte2.tga
  }
  layer1
  {
    map=textures/motifrte2_bump.tga
    mode=linear
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_harmonie1_2~vf_bump
{
  reflect=0.00  ;partie centrale siege
  specular=0.3 0.3 0.3
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/motifrte2.tga
  }
  layer1
  {
    map=textures/motifrte2_bump.tga
    mode=linear
  }
}
shader_harmonie2_2~vf_bump
{
  reflect=0.00  ;partie autour du siege
  specular=0.2 0.2 0.2
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/motifrte2.tga
    mipmap_lod_bias=-1
    mipmap_lod_bias=-1
  }
  layer1
  {
    map=textures/motifrte2_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_plastiques_int~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=40
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/int1.dds
  }
  layer1
  {
    map=textures/int1_bump.dds
    mode=linear
  }
}
shader_plastoc~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=40
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastoc.tga
  }
  layer1
  {
    map=textures/plastoc_bump.tga
    mode=linear
  }
}
shader_poignes_int~vf_standard
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=40
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastoc.tga
  }
}
shader_tissus_1~vf_bump
{
  reflect=0
  specular=0.1 0.1 0.1
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/motifrte2.tga
  }
  layer1
  {
    map=textures/motifrte2_bump.tga
    mode=linear
  }
}
shader_ciel_toit~vf_bump
{
  reflect=0
  specular=0.1 0.1 0.1
  shininess=10
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/int1.dds
  }
  layer1
  {
    map=textures/int1_bump.dds
    mode=linear
  }
}
shader_interieur2~vf_standard
{
  layer0
  {
    map=textures/int2.dds
    mipmap=1
    texenv=modulate
  }
}
shader_interieur2_on~vf_standard
{
  layer0
  {
    map=textures/int2_lum.dds
    emission=0.7 0.7 0.7
    blendfunc=blend
    texenv=modulate
  }
}
shader_maledriver~vf_standard
{
  layer0
  {
    map=textures/maledriver.tga
    specular=0.4 0.4 0.4
    shininess=20
  }
}
shader_dash~vf_standard
{
  layer0
  {
    map=textures/int_e0.dds
  }
}
shader_pneu~vf_bump
{
  reflect=0
  specular=0.2 0.2 0.2
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/pneu512.dds
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
  }
}
shader_jantes~vf_bump
{
  cull=none
  reflect=0
  specular=0.6 0.6 0.6
  shininess=10
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/jantes.dds
  }
  layer1
  {
    map=textures/jantes_bump.dds
    mode=linear
  }
}
shader_chassis~vf_standard
{
  cull=none
  layer0
  {
    map=textures/p_nv.dds
    specular=0.4 0.4 0.4
    shininess=20
  }
}
shader_dessous~vf_standard
{
  cull=none
  layer0
  {
    map=textures/ext.dds
    specular=0.4 0.4 0.4
    shininess=20
  }
}
shader_couleur_mat~vf_standard
{
  layer0
  {
    map=textures/p_nv.dds
    specular=0.4 0.4 0.4
    shininess=20
  }
}
shader_ext_on~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  emission=170 170 170 0 
  layer0
  {
    map=textures/ext_on.dds
    blendfunc=blend
    texenv=replace
  }
}
shader_phares_on~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  emission=170 170 170 0 
  layer0
  {
    map=textures/phares_on.dds
    blendfunc=blend
    texenv=replace
  }
}
shader_noir_jantes_mat~vf_standard
{
  cull=none
  layer0
  {
    map=textures/jantes.dds
    specular=0.5 0.5 0.5
    shininess=40
  }
}
shader_noir~vf_standard
{
  cull=none
  diffuse=0.01 0.01 0.01
  ambient=0.01 0.01 0.01
  layer0
  {
    map=textures/logos.dds
  }
}
shader_PC~vf_standard
{
  compression=0
  reflect=0
  specular=0.12 0.12 0.12
  shininess=17
  ambient=0.03 0.03 0.03
  diffuse=0.03 0.03 0.03
  tangents=1
  cull=none
  layer0
  {
    map=textures/logos.dds
    ;blend=src_alpha one_minus_src_alpha
  }
}
shader_jantes_met~vf_speckle
{
  compression=0
  reflect=0.05
  ambient=0.3 0.3 0.3
  diffuse=0.7 0.7 0.7
  specular=0.6 0.6 0.6
  shininess=17
  tangents=1
  cull=none
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=textures/jantes.dds
  }
  layer1
  {
    map=textures/body_bump.dds
    ; Don't convert from SRGB to linear
    mode=linear
  }
  layer2
  {
    map=textures/noise.dds
    mipmap_lod_bias=-1
  }
  layer3
  {
    map=$trackenvmap
  }
}
shader_Brakes~vf_standard
{
  shininess=12
  specular=1 1 1 1
  emission=170 170 170 0 
  layer0
  {
    map=textures/brakes.dds
    blendfunc=blend
    texenv=replace
  }
}
shader_recul~vf_standard
{
  shininess=12
  specular=1 1 1 1
  emission=170 170 170 0 
  layer0
  {
    map=textures/ext_r.tga
    blendfunc=blend
  }
}
shader_freins~vf_standard
{
  layer0
  {
    map=textures/brakes.dds
    shininess=25
    specular=0.3 0.3 0.3
  }
}
shader_volant~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=40
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/int2.dds
  }
  layer1
  {
    map=textures/volant_bump.tga
    mode=linear
  }
}
shader_phares_brillant~vf_reflect
{
  compression=0
  reflect=0.10
  ambient=1 1 1
  diffuse=1.15 1.15 1.15 1
  specular=0.7 0.7 0.7
  shininess=20
  ; Need tangents passed while rendering
  tangents=1
  cull=none
  layer0
  {
    map=textures/ext.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_clim~vf_standard
{
  layer0
  {
    map=textures/int2.dds
    mipmap=1
    texenv=modulate
  }
}
shader_lum_int~vf_standard
{
  shininess=12
  specular=1 1 1 1
  emission=1.3 1.3 1.3 
  layer0
  {
    map=textures/int2_lum.dds
    blendfunc=blend
  }
}
shader_default_material~vf_standard
{
  compression=0
  reflect=0
  specular=0.12 0.12 0.12
  shininess=17
  ambient=0.03 0.03 0.03
  diffuse=0.03 0.03 0.03
  tangents=1
  cull=none
  layer0
  {
    map=textures/logos.dds
    ;blend=src_alpha one_minus_src_alpha
  }
}