; Vertex/fragment shader templates
;
{
  ; Specular control using the diffuse's alpha channel
  vertex_shader
  {
    file=dyn_standard_bump_speca_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_speca_f.cg
  }
}
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_reflect_v.cg
    ;file=dyn_standard_bump_speca_v.cg
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    ;file=dyn_standard_reflect_f.cg
    ;file=dyn_standard_bump_speca_f.cg
    file=dyn_standard_bump_reflect_f.cg
  }
}
vf_reflect_window
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
shader_remap~vf_reflect
{
  cast_shadow=1
  reflect=0.5
  diffuse=0.13 0.13 0.14 1
  ambient=0.05 0.05 0.05 1
  specular=0.6 0.58 0.62 1
  shininess=24
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=remap.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_nodamage2~vf_standard
{
 cast_shadow=1
 layer0
   {
     map=nodamage2.tga
   }
}
shader_glass~vf_reflect
{
cast_shadow=1
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=glass.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_szklolampy~vf_reflect
{
cast_shadow=1
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=szklolampy.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_chrome~vf_reflect
{
cast_shadow=1
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.0 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=chrome.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=czarne.tga
  }
}
shader_interior~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=interior.tga
  }
}
shader_tire~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=tirea0.tga
  }
}
shader_rotor0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=rotor0.tga
  }
}
shader_rim~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wheel.tga
  }
}
shader_badge~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=badge.tga
    blendfunc=blend
  }
}
shader_black~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=black.tga
  }
}
shader_seatleon_variklis~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=seatleon_variklis.tga
  }
}
shader_lights~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=lights.tga
  }
}
shader_vehiclelights128~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_km~vf_standard
{
  sort_offset=1
  layer0
    {
       map=km.tga
       blendfunc=blend
       ;texenv=replace
       emission=25 25 25 1
    }
}
shader_lightson~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lightson.tga
       blendfunc=add
       ;texenv=replace
       emission=85 85 85 1
    }
}
shader_lightsin~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lightsin.tga
       blendfunc=add
       ;texenv=replace
       emission=25 25 25 1
    }
}
shader_vehiclelights128on~vf_standard
{
  sort_offset=1
  layer0
    {
       map=vehiclelights128on.tga
       blendfunc=add
       ;texenv=replace
       emission=150 150 150 1
    }
}
shader_migacze2~vf_standard
{
  sort_offset=1
  layer0
    {
       map=migacze2.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_lights6~vf_standard
{
  sort_offset=1
  layer0
    {
       map=lights6.tga
       blendfunc=add
       ;texenv=replace
       emission=15 15 15 1
    }
}
shader_wsteczny~vf_standard
{
  sort_offset=1
  layer0
    {
       map=wsteczny.tga
       blendfunc=add
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_brakes~vf_standard
{
  sort_offset=1
  layer0
    {
       map=brakes.tga
       blendfunc=blend
       ;texenv=replace
       emission=450 450 450 1
    }
}
shader_mirror
{
  cast_shadow=1
  layer0
  {
    map=$mirror
    texscale_s=1
    texscale_r=1
    texscale_t=1
    diffuse=0.015 0.015 0.015 1
    ambient=0.015 0.015 0.015 1
  }
}