vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bumpmap_specmap
{
  tangents=1
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_standard
{
  ; Most-often used shader for static objects
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_glass
{
fresnel
{
bias=0.15 ; Fresnel = bias + scale*exp(incident angle, power)
scale=1.0; eg. chrome would be more like bias=1, scale=0 as it always reflects
power=2.0 ; power just changes the curve
}

cast_shadow=1
vertex_shader
{
file=dyn_standard_reflect_window_v.cg
}
fragment_shader
{
file=dyn_standard_reflect_window_f.cg
}
}

vf_window
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_road
{
  ; The road uses specularity but burned through the red channel to get a coarse gloss map
  ;specular=1 1 1
  ;shininess=4
  scale=7.5
  emission=0.2 0.2 0.2 0.2
  specular=0.1 0.1 0.1 0.1
  shininess=0.5
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    ;file=standard_detail_burn_a_f.cg
    ; Burn specularity through alpha
    file=standard_burn_a_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=standard_bump_v.cg
  }
  fragment_shader
  {
    file=standard_bump_f.cg
  }
}

vf_bumpmap_specmap
{
  tangents=1
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_pbl_bump_reflect_f.cg
  }
}
vf_sky
{
  vertex_shader
  {
    ;file=sky_daynight_v.cg
    file=sky_v.cg
  }
  fragment_shader
  {
    ;file=sky_daynight_f.cg
    file=sky_f.cg
  }
}
shader_sky~vf_sky
{
  sky=1
  cull=none
  compression=0
  layer0
  {
    map=sky_clouds.tga
    depthwrite=0
    depthfunc=always
  }
  layer1
  {
    map=sky_night.tga
    depthwrite=0
    depthfunc=always
  }
}
shader__5_1_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_5_1_jpg.tga
  }
}
shader__5_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_5_jpg.tga
  }
}
shader__6_2_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_6_2_jpg.tga
  }
}
shader__6_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_6_jpg.tga
  }
}
shader__7_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_7_jpg.tga
  }
}
shader__9_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_9_jpg.tga
  }
}
shader__11_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_11_jpg.tga
  }
}
shader__Concret_png~standard
{
cast_shadow=1
  layer0
  {
    map=_Concret_png.tga
  }
}
shader__Concret11_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_Concret11_jpg.tga
  }
}
shader__Shingle_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=_Shingle_jpg.tga
  }
}
shader_1~standard
{
cast_shadow=1
  layer0
  {
    map=1.tga
  }
}
shader_2~standard
{
cast_shadow=1
  layer0
  {
    map=2.tga
  }
}
shader_4f216411_1~standard
{
cast_shadow=1
  layer0
  {
    map=4f216411_1.tga
  }
}
shader_5grosseschilder2_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=5grosseschilder2_jpg.tga
  }
}
shader_5grosseschilder22_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=5grosseschilder22_jpg.tga
  }
}
shader_aColor_03_png~standard
{
cast_shadow=1
  layer0
  {
    map=aColor_03_png.tga
  }
}
shader_asfalto_011_png~standard
{
cast_shadow=1
  layer0
  {
    map=asfalto_011_png.tga
  }
}
shader_Brick_Ro_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=Brick_Ro_jpg.tga
  }
}
shader_doorfram_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=doorfram_jpg.tga
  }
}
shader_fon_png~standard
{
cast_shadow=1
  layer0
  {
    map=fon_png.tga
  }
}
shader_xgen_n01_treecon05_png
{
  cull=none
  layer0
  {
    map=gen_n01_treecon05_png.tga
    alphafunc=gequal 128
    wrap_s=clamp_to_edge
  }
}
shader_xpine_1_png
{
  cull=none
  layer0
  {
    map=pine_1_png.tga
    alphafunc=gequal 128
    wrap_s=clamp_to_edge
  }
}
shader_____1____png
{
  cull=none
  layer0
  {
    map=____1____png.tga
    alphafunc=gequal 128
    wrap_s=clamp_to_edge
  }
}

shader_Grass_path_128HV33_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=Grass_path_128HV33_jpg.tga
  }
}
shader_hay3_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=hay3_jpg.tga
  }
}
shader_lo_ru_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=lo_ru_jpg.tga
  }
}
shader_lu_ro_25_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=lu_ro_25_jpg.tga
  }
}
shader_out_grs31_d1_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=out_grs31_d1_jpg.tga
  }
}
shader_pitbsd_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=pitbsd_jpg.tga
  }
}
shader_Ploot_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=Ploot_jpg.tga
  }
}
shader_shell_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=shell_jpg.tga
  }
}
shader_sp_p1g2_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=sp_p1g2_jpg.tga
  }
}
shader_spar_hea_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=spar_hea_jpg.tga
  }
}
shader_spar_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=spar_jpg.tga
  }
}
shader_Square_2_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=Square_2_jpg.tga
  }
}
shader_Square_v_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=Square_v_jpg.tga
  }
}
shader_t0229_03_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=t0229_03_jpg.tga
  }
}
shader_t0229_031_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=t0229_031_jpg.tga
  }
}
shader_triangle_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=triangle_jpg.tga
  }
}
shader_warning_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=warning_jpg.tga
  }
}
shader_white~standard
{
cast_shadow=1
  layer0
  {
    map=white.tga
  }
}
shader_window_2_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=window_2_jpg.tga
  }
}
shader_wooddoor_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=wooddoor_jpg.tga
  }
}
shader_ws_altz_wall8_1_jpg~standard
{
cast_shadow=1
  layer0
  {
    map=ws_altz_wall8_1_jpg.tga
  }
}
shader_ws_drain_small_png~standard
{
cast_shadow=1
  layer0
  {
    map=ws_drain_small_png.tga
  }
}
shader_xCopy_png~standard
{
cast_shadow=1
  layer0
  {
    map=xCopy_png.tga
  }
}
shader_xgen_n01_treecon05_png~bump
{
cast_shadow=1
  layer0
  {
    map=gen_n01_treecon05_png.tga
  }
}
shader_xpine_1_png~window
{
cast_shadow=1
  layer0
  {
    map=pine_1_png.tga
  }
}
shader_gen_n01_treecon05_png
{
  cull=none
  layer0
  {
    map=gen_n01_treecon05_png.tga
    alphafunc=gequal 180
    texenv=modulate
    mipmap=0
  }
}
shader_pine_1_png
{
  cull=none
  layer0
  {
    map=pine_1_png.tga
    alphafunc=gequal 180
    texenv=modulate
    mipmap=0
  }
}

