shader_corpo
{
	layer0
	{
		map=gradient.tga
		texgen_s=sphere_map
		texgen_t=sphere_map
		emission=1. 1. 1. 1.
	}
	layer1
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		shininess=94
		specular=0.75 0.75 0.75
		blendfunc=filter
	}
	layer2
	{
		map=bodycolor.tga
		blendfunc=one src_alpha
	}
}
shader_cinza1
{
	layer0
	{
		map=cinza1.tga
	}
}




;---------------------------------------------------------------------------------
shader_cinza2
{
  layer0
  {
    map=cinza2.tga
  }
}
shader_litie
{
  layer0
  {
    map=litie.tga
  }
}
shader_brakedisk3
{
  layer0
  {
    map=brakedisk3.tga
  }
}
shader_lanternas
{
  layer0
  {
    map=lanternas.tga
  }
}
shader_ram_by_pumbars
{
  layer0
  {
    map=ram_by_pumbars.tga
  }
}
shader_spc_forewer
{
  layer0
  {
    map=spc_forewer.tga
  }
}
shader_charkoal
{
  layer0
  {
    map=charkoal.tga
  }
}
shader_chrome
{
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
      shininess=42
      specular=1 1 1 1
  }
  layer1
  {
    map=chrome.tga
    blendfunc=one src_alpha
  shininess=35
  specular=0.76 0.75 0.74
  }
}
shader_gm_engine
{
  layer0
  {
    map=gm_engine.tga
  }
}
shader_vidros
{
	  layer0
		{
		map=windows.tga
		shininess=96 ;28
    		blendfunc=src_color one
		 }
 	 layer1
  		{
   		 map=$trackenvmap
   		 texgen_s=reflection_map
   		 texgen_t=reflection_map
   		 texgen_r=reflection_map
   		 shininess=96 
    		blendfunc=add
 		 }
}
shader_plate
{
  layer0
  {
    map=plate.tga
  }
}
shader_cinza
{
  layer0
  {
    map=cinza.tga
  }
}
shader_caprice_int_2
{
  layer0
  {
    map=caprice_int_2.tga
  }
}
shader_tyre
{
  layer0
  {
    map=tyre.tga
  }
}
shader_amarelo
{
  layer0
  {
    map=amarelo.tga
  }
}
shader_camera2
{
  layer0
  {
    map=camera2.tga
  }
}
shader_maledriver
{
  layer0
  {
    map=maledriver.tga
  }
}
shader_lights1
{
  sort_offset=1
  layer0
    {
       map=lights1.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_lights2
{
  sort_offset=1
  layer0
    {
       map=lights2.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_lights3
{
  sort_offset=1
  layer0
    {
       map=lights3.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}
shader_brakes
{
  sort_offset=1
  layer0
    {
       map=brakes.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}