#include:shader_default.shdef
#shader:road
  layer0
  {
    map=roadnoise2.tga
    texscale=8
    mipmap=0
    shininess=20
    specular=0.4 0.4 0.4 1
    texenv=modulate
  }
  layer1
  {
    %mapalpha=192%
    blendfunc=blend
    texenv=modulate
    mipmap=0
  }
#end
#shader:kerb
  layer0
  {
    %map%
    texenv=modulate
    mipmap=0
    shininess=10
    specular=0.3 0.3 0.3 1
  }
#end
#shader:grass
  layer0
  {
    map=gsbump.tga
    texscale=8
    shininess=10
    specular=0.3 0.4 0.3 1
  }
  layer1
  {
    %mapalpha=192%
    texenv=modulate
    blendfunc=blend
    shininess=0
  }
#end
#shader:gravel
  layer0
  {
    map=roadnoise2.tga
    texscale=2
    mipmap=0
    shininess=10
    specular=0.4 0.3 0.2 1
  }
  layer1
  {
    %mapalpha=192%
    texenv=modulate
    blendfunc=blend
    shininess=0
  }
#end
#shader:fence
  cull=none
  layer0
  {
    %map%
    alphafunc=gequal 100
    texenv=modulate
    shininess=100
    specular=0.5 0.5 0.5 1
    mipmap=0
  }
#end
#shader:people
  cull=none
  layer0
  {
    %map%
    texenv=modulate
    alphafunc=gequal 100
    shininess=0
  }
#end
#shader:wall
  cull=none
  layer0
  {
    %map%
    texenv=modulate
    shininess=0
  }
#end
#shader:tree
  cull=none
  layer0
  {
    %map%
    texenv=modulate
    alphafunc=gequal 100
    shininess=0
    mipmap=0
  }
#end
#shader:treeline
  cull=none
  layer0
  {
    %map%
    texenv=modulate
    alphafunc=gequal 100
    shininess=0
    mipmap=0
    wrap_t=clamp_to_edge
  }
#end
#shader:sign
  layer0
  {
    %map%
    texenv=modulate
    shininess=0
    mipmap=0
  }
#end
#shader:logo
  layer0
  {
    %map%
    texenv=modulate
    specular=0.2 0.2 0.2
    shininess=10
    mipmap=0
  }
#end
#shader:roadmark
  layer0
  {
    %map%
    blendfunc=blend
    mipmap=0
  }
#end
#shader:shadow
  layer0
  {
    %map%
    blendfunc=blend
    depthwrite=0
    depthfunc=always
  }
#end
#shader:glass
  cull=none
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    shininess=0
    texenv=replace
  }
  layer1
  {
    blendfunc=one src_alpha 
    %map%
    diffuse=0.6 0.6 0.6
    ambient=0.6 0.6 0.6
    ;specular=0.4 0.4 0.4
  }
#end
#shader:sky
  sky=1
  fog=0
  layer0
  {
    texenv=modulate
    %map%
    cull=back
    depthfunc=always
    depthwrite=0
  }
#end
#shader:line
  layer0
  {
    %map%
    blendfunc=blend
  }
#end
