; M Roadway

; sun reflection
_sun
  {
    map=$tracksunmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
  }


shader_road1A
{
  layer0~_sun
  layer1
  {
    map=road1A.tga
    blendfunc=one src_alpha
    mipmap=1
    mipmap_maxlod=15
  }
}
shader_road1B
{
  layer0~_sun
  layer1
  {
    map=road1B.tga
    blendfunc=one src_alpha
    mipmap=1
    mipmap_maxlod=15
  }
}
shader_Road2
{
  layer0~_sun
  layer1
  {
    map=Road2.tga
    blendfunc=one src_alpha
    mipmap=1
    mipmap_maxlod=15
  }
}

shader_road3
{
  layer0~_sun
  layer1
  {
    map=Road3.tga
    blendfunc=one src_alpha
    mipmap=1
    mipmap_maxlod=15
  }
}

shader_road4A
{
  layer0~_sun
  layer1
  {
    map=Road2.tga
    blendfunc=one src_alpha
    mipmap=1
    mipmap_maxlod=15
  }
}

shader_groad2
{
  layer0~_sun
  layer1
  {
    map=groad2.tga
    blendfunc=one src_alpha
    mipmap=1
    mipmap_maxlod=15
  }
}


shader_Curb1
{
  layer0~_sun
  layer1
  {
    map=Curb1.tga
    blendfunc=one src_alpha

  }
}

shader_Sideroad1
{
  layer0
  {
    map=Sideroad1.tga
    mipmap=1
    mipmap_maxlod=15
  }
}

shader_Sideroad2
{
  layer0~_sun
  layer1
  {
    map=Sideroad2.tga
    blendfunc=one src_alpha
    mipmap=1
    mipmap_maxlod=15
  }
}


shader_guardr
{
  layer0~_sun
  layer1
  {
    map=guardr3.tga
    blendfunc=one src_alpha
    ;mipmap=0
  }
}


shader_guardrb
{
  layer0
  {
    map=guardrb.tga
    ;mipmap=0
  }
}

shader_guardr2
{
  layer0~_sun
  layer1
  {
    map=guardr2.tga
    blendfunc=one src_alpha
    ;mipmap=0
  }
}

shader_guardr2b
{
  layer0
  {
    map=guardr2b.tga
    ;mipmap=0
  }
}

shader_guardr_p
{
  layer0
  {
    map=guardr_p.tga
    ;mipmap=0
  }
}


shader_swall
{
  layer0
  {
    map=swall.tga
    ;mipmap=0
  }
}

shader_GrassS1
{
  layer0
  {
    map=GrassS1.tga
    blendfunc=blend
    ;alphafunc=gequal 100
    ;depthwrite=0
    ;cull=none	
    mipmap=0

  }
}

shader_grass
{
  layer0
  {
    map=grass.tga
    mipmap=1
    mipmap_maxlod=5
    
  }
}

shader_rock1
{
  layer0
  {
    map=rock1.tga
    mipmap=1
    mipmap_maxlod=3	
  }
}

shader_dsign
{
  layer0~_sun
  layer1
  {
    map=dsign.tga
    blendfunc=one src_alpha
    ;mipmap=0	
  }
}

shader_elpole1
{
  layer0
  {
    map=elpole1.tga
    alphafunc=gequal 100
    ;blendfunc=blend
    ;depthwrite=0
    ;cull=none	
    ;mipmap=0	
  }
}

shader_spole
{
  layer0
  {
    map=spole.tga
    alphafunc=gequal 100
    ;blendfunc=blend
    ;depthwrite=0
    ;cull=none	
    ;mipmap=0	
  }
}


shader_treel1
{
  layer0
  {
    ;map=treel1.tga
    map=woodl1.tga
    alphafunc=gequal 100
    wrap_t=clamp_to_edge
    ;blendfunc=blend
    ;depthwrite=0
    ;cull=none	
    mipmap=0	
  }
}


shader_tree2
{
  layer0
  {
    map=tree2.tga
    alphafunc=gequal 100
    ;blendfunc=blend
    ;depthwrite=0
    ;cull=none	
    mipmap=0	
  }
}


shader_board1
{
  layer0
  {
    map=board1.tga
    ;alphafunc=gequal 100
    blendfunc=blend
    depthwrite=0
    cull=none	
    ;mipmap=0	
  }
}

shader_sky
{
 sky=1
 fog=0
 layer0
  {
    texenv=replace
    map=sky.tga
    cull=back
    depthfunc=always
    depthwrite=0
  }
}
