vf_standard
{
  cast_shadow=1
  cull=none
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_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_reflect
{
  cull=none
  cast_shadow=1
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump
{
  cull=none
  compression=0
  shininess=50
  motion_blur=0
  mipmap_bias=1
  tangents=1
  cast_shadow=1
  fresnel
  {
    bias=0.1
    scale=0.1
    power=100
  }
  reflect=0
  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_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
  }
}
vf_lumieres
{
  sort_offset=-80
  shininess=12
  specular=0 0 0 0
  diffuse=3 3 3 3
  ambient=3 3 3 3
  emission=50 50 50 50
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
body
{
  cull=none
  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
  cull=back
  mipmap_bias=1.00
  fresnel
  {
    bias=0.03
    scale=3
    power=10
  }
  diffuse=0.350 0.300 0.090 1
  ambient=0.350 0.300 0.090 1
  specular=0.42 0.450 0.210 1
  shininess=22
}
shader_body~body
{
  reflect=1.0
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_boucliers~body
{
  ; Protections laterales
  cull=none
  reflect=0.0
  ambient=0.01 0.01 0.01 1
  diffuse=0.01 0.01 0.01 1
  specular=0.02 0.02 0.02 1
  shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_boucliers_2~body
{
  ; Retros et poignes de portes
  cull=none
  ; reflect=0.0
  ; ambient=0.01 0.01 0.01 1
  ; diffuse=0.01 0.01 0.01 1
  ; specular=0.02 0.02 0.02 1
  ; shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_boucliers_3~body
{
  ; Pare-buffle
  cull=none
  reflect=1.0
  ; ambient=0.01 0.01 0.01 1
  ; diffuse=0.01 0.01 0.01 1
  ; specular=0.02 0.02 0.02 1
  ; shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_boucliers_4~body
{
  ; Enjoliveur antibrouillards
  cull=none
  reflect=0.0
  ambient=0.15 0.15 0.15 1
  diffuse=0.30 0.30 0.30 1
  specular=0.50 0.50 0.50 1
  shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_boucliers_5~body
{
  ; Boucliers
  cull=none
  reflect=0.0
  ambient=0.01 0.01 0.01 1
  diffuse=0.01 0.01 0.01 1
  specular=0.02 0.02 0.02 1
  shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_noir~vf_standard
{
  cull=none
  ambient=0.01 0.01 0.01 1
  diffuse=0.01 0.01 0.01 1
  specular=0.02 0.02 0.02 1
  shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_noir_brillant~vf_reflect
{
  cull=none
  ambient=0.01 0.01 0.01 1
  diffuse=0.01 0.01 0.01 1
  specular=0.02 0.02 0.02 1
  shininess=15
  reflect=0.25
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_solid~vf_standard
{
  cull=none
  ambient=0.001 0.001 0.001 1
  diffuse=0.001 0.001 0.001 1
  specular=0.00 0.00 0.00 0
  shininess=15
  layer0
  {
    map=textures/col.tga
  }
}
shader_exterieur~vf_bump_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
  }
  layer1
  {
    map=textures/exterieur_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=0
  }
  layer2
  {
    map=$trackenvmap
  }
  layer3
  {
    map=textures/exterieur_spec.tga
  }
}
shader_exterieur_trans~vf_bump_reflect
{
  sort_offset=-99
  tangents=1
  compression=0
  motion_blur=0
  shininess=25
  reflect=1.00
  mipmap_bias=1
  layer0
  {
    map=textures/exterieur.tga
    blendfunc=blend
    depthwrite=1
  }
  layer1
  {
    map=textures/exterieur_bump.tga
    mode=linear
    ; blendfunc=blend
    mipmap=1
    depthwrite=1
  }
  layer2
  {
    map=$trackenvmap
    depthwrite=1
  }
  layer3
  {
    map=textures/exterieur_spec.tga
    depthwrite=1
  }
}
shader_chrome_brillant~vf_reflect
{
  reflect=0.050
  ambient=0.20 0.20 0.20 0.20
  diffuse=0.30 0.30 0.30 0.00
  specular=0.100 0.100 0.100 0.00
  shininess=12
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_pneu~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.02 0.02 0.02
  shininess=15
  layer0
  {
    map=textures/pneu.tga
  }
  layer1
  {
    map=textures/pneu_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_jante~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ;For normal rims
  ;For Dark rims :
  ;ambient=0.10 0.10 0.10 1
  ;diffuse=0.12 0.12 0.12 1
  specular=0.30 0.30 0.30 1
  shininess=25
  reflect=0.05
  mipmap_bias=8
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  ; ambient=0.60 0.60 0.60 1
  ; diffuse=0.65 0.65 0.65 1
  layer0
  {
    map=textures/enjoliveur_columbia.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_enjo~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ;For normal rims
  ;For Dark rims :
  ;ambient=0.10 0.10 0.10 1
  ;diffuse=0.12 0.12 0.12 1
  specular=0.02 0.02 0.02
  shininess=25
  reflect=1.0
  mipmap_bias=1.0
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/enjoliveur_citroen.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_vitres~vf_windows
{
  sort_offset=111
  reflect=1
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=always
    alpha_to_coverage=1
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=always
  }
}
shader_retro~vf_standard
{
  ambient=0.10 0.10 0.10
  diffuse=0.10 0.10 0.10
  layer0
  {
    map=$mirror
  }
}
shader_degi~vf_standard
{
  layer0
  {
    map=textures/degi.tga
    blendfunc=blend
  }
}
shader_glace_phare~vf_reflect
{
  compression=0
  reflect=1.0
  shininess=24
  cast_shadow=1
  specular=0.050 0.050 0.050
  cull=back
  layer0
  {
    map=textures/glasse.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
;
;
;
;
;																							INTERIEUR
;
;
;
;
shader_ciel_de_toit~vf_standard
{
  specular=0.03 0.03 0.03 1
  shininess=12
  layer0
  {
    map=textures/ciel_de_toit.tga
  }
}
shader_plastiques_int~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.06 0.06 0.06
  ; ambient=0.02 0.02 0.02 1
  ; diffuse=0.02 0.02 0.02 1
  shininess=12
  layer0
  {
    map=textures/plastique.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
;Bandeaux tableau de bord
shader_plastique2~vf_bump
{
  tangents=1
  compression=0
  motion_blur=0
  specular=0.03 0.040 0.060 1
  shininess=15
  layer0
  {
    map=textures/plastique2.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
  ambient=0.220 0.220 0.140 1
  diffuse=0.220 0.220 0.140 1
}
shader_moquette~vf_standard
{
  ; Noir
  ; ambient=0.02 0.02 0.02 1
  ; diffuse=0.02 0.02 0.02 1
  specular=0.03 0.030 0.020 1
  ambient=0.020 0.020 0.015 1
  diffuse=0.020 0.020 0.015 1
  shininess=12
  layer0
  {
    map=textures/moquette.tga
  }
}
shader_sieges~vf_bump
{
  specular=0.068 0.068 0.060 1
  shininess=12
  layer0
  {
    map=textures/velours.tga
  }
  layer1
  {
    map=textures/velours_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
  ambient=0.250 0.250 0.210 1
  diffuse=0.250 0.250 0.210 1
}
shader_sieges2~vf_bump
{
  specular=0.068 0.068 0.060 1
  shininess=12
  layer0
  {
    map=textures/velours.tga
  }
  layer1
  {
    map=textures/velours_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
  ambient=0.068 0.068 0.058 1
  diffuse=0.068 0.068 0.058 1
}
shader_simili~vf_standard
{
  specular=0.03 0.030 0.030 1
  ambient=0.068 0.068 0.058 1
  diffuse=0.068 0.068 0.058 1
  shininess=35
  layer0
  {
    map=textures/col.tga
  }
}
shader_console_centrale~vf_standard
{
  specular=0.06 0.06 0.06 1
  ; Utilitaire
  ; ambient=0.06 0.06 0.06 1
  ; diffuse=0.11 0.11 0.11 1
  ; Multispace
  ambient=0.010 0.010 0.010 1
  diffuse=0.010 0.010 0.010 1
  shininess=20
  layer0
  {
    map=textures/col.tga
  }
}
shader_aerateurs~vf_reflect
{
  tangents=1
  compression=0
  motion_blur=0
  ; Multispace
  ambient=0.080 0.080 0.080 1
  diffuse=0.150 0.150 0.150 1
  specular=0.60 0.600 0.600 1
  ;Noir
  ; specular=0.06 0.06 0.06
  ; ambient=0.010 0.010 0.010 1
  ; diffuse=0.010 0.010 0.010 1
  shininess=25
  reflect=0.00
  mipmap_bias=8
  fresnel
  {
    bias=0.1
    scale=0.8
    power=1
  }
  layer0
  {
    map=textures/col.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_rpm~vf_standard
{
  specular=0.003 0.003 0.003 1
  ambient=0.700 0.700 0.590 1
  diffuse=0.700 0.700 0.590 1
  shininess=12
  layer0
  {
    map=hud/rpm_6k_w.tga
  }
}
shader_kmh~vf_standard
{
  specular=0.003 0.003 0.003 1
  ambient=0.700 0.700 0.590 1
  diffuse=0.700 0.700 0.590 1
  shininess=12
  layer0
  {
    map=hud/kmh_w.tga
  }
}
shader_tbd~vf_standard
{
  specular=0.003 0.003 0.003 1
  ambient=0.700 0.700 0.590 1
  diffuse=0.700 0.700 0.590 1
  shininess=12
  layer0
  {
    map=textures/tbd_w.tga
  }
}
;
;
;
;
;																			Lumieres
;
;
;
;
;
shader_exterieur_on~vf_lumieres
{
  layer0
  {
    map=textures/exterieur_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_rpm_n~vf_lumieres
{
  layer0
  {
    map=hud/rpm_6k_n.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_kmh_n~vf_lumieres
{
  layer0
  {
    map=hud/kmh_n.tga
    blendfunc=blend
    depthwrite=1
  }
}
shader_tbd_on~vf_lumieres
{
  layer0
  {
    map=textures/tbd_on.tga
    blendfunc=blend
    depthwrite=1
  }
}
;
;
;
;
;																			GTA IV DRIVER
;
;
;
;
;
shader_haut~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/haut.dds
  }
}
shader_pantalon~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/pantalon.dds
  }
}
shader_tete~vf_standard
{
  cull=back
  shininess=20
  specular=0.01 0.01 0.01 1
  layer0
  {
    map=textures/driver/tete.dds
  }
}
