vf_reflect
{
  cast_shadow=1
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_windows
{
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.5
  }
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_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
  cull=none
  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
  }
}
vf_bump_reflect
{
  cast_shadow=1
  compression=0
  tangents=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_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=1
  cull=back
  ambient=0.290 0.280 0.280 1
  diffuse=0.255 0.250 0.250 1
  specular=0.60 0.600 0.600 11
  shininess=15
  mipmap_bias=1.00
  fresnel
  {
    bias=0.03
    scale=3
    power=10
  }
}
shader_body~body
{
  layer0
  {
    map=textures/body.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_pc_ton1~body
{
  ;Boucliers avant/Arriere
  reflect=0
  ambient=0.035 0.035 0.035 1
  diffuse=0.035 0.035 0.035 1
  specular=0.05 0.050 0.050 1
  shininess=9
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_pc_ton2~body
{
  ;Protections laterale
  reflect=0
  ambient=0.035 0.035 0.035 1
  diffuse=0.035 0.035 0.035 1
  specular=0.05 0.050 0.050 1
  shininess=9
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_pc_ton3~body
{
  ;Entourage de feux
  reflect=0
  ambient=0.035 0.035 0.035 1
  diffuse=0.035 0.035 0.035 1
  specular=0.05 0.050 0.050 1
  shininess=9
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_pc_ton4~body
{
  ;Bourrelet avant
  ;reflect=0
  ;ambient=0.035 0.035 0.035 1
  ;diffuse=0.035 0.035 0.035 1
  ;specular=0.05 0.050 0.050 1
  shininess=9
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_plastique~body
{
  reflect=0
  mipmap_bias=3
  fresnel
  {
    bias=0.01
    scale=3
    power=20
  }
  ambient=0.035 0.035 0.035 1
  diffuse=0.035 0.035 0.035 1
  specular=0.05 0.050 0.050 1
  shininess=9
  layer0
  {
    map=textures/blanc2.dds
  }
}
;                               Carrosserie
shader_vitres~vf_windows
{
  sort_offset=111
  reflect=1
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_vitres2~vf_windows
{
  sort_offset=111
  reflect=1
  layer0
  {
    map=textures/vitres_2.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_bleu_gyro~vf_windows
{
  sort_offset=111
  reflect=1
  cull=none
  layer0
  {
    map=textures/blanc2.dds
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_retros~vf_standard
{
  diffuse=0.20 0.20 0.20 1
  ambient=0.20 0.20 0.20 1
  layer0
  {
    map=$mirror
  }
}
shader_noir~vf_reflect
{
  cull=none
  layer0
  {
    map=textures/blanc2.dds
    specular=0.005 0.005 0.005 1
    ambient=0.005 0.005 0.005 1
    diffuse=0.005 0.005 0.005 1
    shininess=10
  }
}
shader_pneu~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.02 0.02 0.02
  shininess=15
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_jante~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ;For normal rims
  ambient=0.90 0.90 0.90 1
  diffuse=0.85 0.85 0.85 1
  ;For Dark rims :
  ;ambient=0.10 0.10 0.10 1
  ;diffuse=0.12 0.12 0.12 1
  specular=0.80 0.80 0.80
  shininess=17
  reflect=0.10
  mipmap_bias=8
  cull=none
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/jante.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_jante1~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ;For normal rims
  ambient=0.90 0.90 0.90 1
  diffuse=0.85 0.85 0.85 1
  ;For Dark rims :
  ;ambient=0.10 0.10 0.10 1
  ;diffuse=0.12 0.12 0.12 1
  specular=0.80 0.80 0.80
  shininess=17
  reflect=0.10
  mipmap_bias=8
  cull=none
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/jante1.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_chrome_brillant~vf_reflect
{
  reflect=1.00
  ambient=0.05 0.050 0.050 1.00
  diffuse=0.55 0.55 0.55 1.00
  specular=0.00 0.00 0.00 0.00
  shininess=12
  cull=none
  fresnel
  {
    bias=0.5
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=textures/blanc2.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_exterieur~vf_reflect
{
  cull=none
  reflect=0
  layer0
  {
    map=textures/exterieur.dds
    mipmap_lod_bias=-1
    blendfunc=blend
    shininess=13
    specular=0 0 0 0
  }
}
shader_exterieur_trans~vf_reflect
{
  cull=none
  reflect=0.03
  layer0
  {
    map=textures/exterieur.dds
    mipmap_lod_bias=-1
    blendfunc=blend
    shininess=13
    specular=0 0 0 0
  }
}
shader_phares~vf_bump_reflect
{
  compression=0
  reflect=0.60
  mipmap_bias=3
  shininess=24
  cast_shadow=1
  specular=0.25 0.25 0.25 1
  layer0
  {
    map=textures/exterieur.dds
    ;blendfunc=blend
  }
  layer1
  {
    map=textures/exterieur_bump.dds
    mode=linear
    ;blendfunc=blend
    mipmap=0
  }
  layer2
  {
    map=$trackenvmap
  }
  layer3
  {
    map=textures/exterieur_spec.dds
  }
}
shader_glasse_phare~vf_windows
{
  cast_shadow=1
  sort_offset=1
  reflect=4.0
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/glass_phare.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_plaques~vf_standard
{
  cull=none
  shininess=25
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/plaques.tga
    blendfunc=blend
  }
}
;														INTERIEUR
;
;
;
;
shader_plastique_interieur~vf_standard
{
  reflect=0
  mipmap_bias=3
  fresnel
  {
    bias=0.01
    scale=3
    power=20
  }
  ambient=0.150 0.150 0.120 1
  diffuse=0.150 0.150 0.120 1
  specular=0.150 0.150 0.120 1
  shininess=25
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_ciel_de_toit~vf_standard
{
  reflect=0
  mipmap_bias=3
  fresnel
  {
    bias=0.01
    scale=3
    power=20
  }
  ambient=0.300 0.300 0.200 1
  diffuse=0.300 0.300 0.200 1
  specular=0.03 0.030 0.020 1
  shininess=25
  layer0
  {
    map=textures/blanc2.dds
  }
}
shader_rpm~vf_standard
{
  specular=0.05 0.050 0.050 1
  shininess=12
  layer0
  {
    map=hud/rpm_1.tga
  }
}
shader_kmh~vf_standard
{
  specular=0.05 0.050 0.050 1
  shininess=12
  layer0
  {
    map=hud/kmh_1.tga
  }
}
shader_sieges~vf_standard
{
  shininess=30
  specular=0.05 0.050 0.050 1
  layer0
  {
    map=textures/galactone.tga
  }
}
shader_sieges_2~vf_standard
{
  specular=0.05 0.050 0.050 1
  shininess=30
  layer0
  {
    map=textures/galactone.tga
  }
}
shader_sol~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.02 0.02 0.02
  shininess=15
  layer0
  {
    map=textures/sol.tga
  }
  layer1
  {
    map=textures/sol_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
;
;
;
;
;
;
;
;
;
;
;
;
;
shader_phares_n~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=1 1 1 0
  emission=30 30 30 0
  layer0
  {
    map=textures/exterieur_n.dds
    blendfunc=blend
  }
}
shader_kmh_n~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=1 1 1 0
  emission=30 30 30 0
  layer0
  {
    map=hud/kmh_1_n.tga
    blendfunc=blend
  }
}
shader_rpm_n~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=1 1 1 0
  emission=30 30 30 0
  layer0
  {
    map=hud/rpm_1_n.tga
    blendfunc=blend
  }
}
