;===========================
; Vertex/Fragment templates
;===========================
vf_standard
{
  ; Most-often used shader for static objects
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
;-------------------------------------------------
vf_dyn_standard
{
  ; Dynamic objects (such as cones) with a default shader
  vertex_shader 
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
;-------------------------------------------------
vf_standard_transparent
{
  ; Shader for transparent (blended) materials
  vertex_shader 
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_transparent_f.cg
  }
}
;-------------------------------------------------
vf_vertexcolor
{
  ; Carlswood uses vertex coloring a lot in the grass. Other tracks may use 'standard_v.cg' and 'standard_f.cg' instead.
  vertex_shader 
  {
    file=standard_vc_v.cg
  }
  fragment_shader
  {
    file=standard_vc_f.cg
  }
}
;-------------------------------------------------
vf_animate
{
  ; Animation test (top moves around)
  vertex_shader 
  {
    file=animate_test_v.cg
  }
  fragment_shader
  {
    file=standard_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
  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_sky
{
  vertex_shader
  {
    ;file=sky_daynight_v.cg
    file=sky_v.cg
  }
  fragment_shader
  {
    ;file=sky_daynight_f.cg
    file=sky_f.cg
  }
}
;-------------------------------------------------
vf_bump
{
  vertex_shader
  {
    file=standard_bump_v.cg
  }
  fragment_shader
  {
    file=standard_bump_f.cg
  }
}
;-------------------------------------------------
vf_tree
{
  ; Tree fake their normals pointing up
  vertex_shader
  {
    file=standard_tree_v.cg
  }
  fragment_shader
  {
    file=standard_tree_f.cg
  }
}
;-------------------------------------------------
vf_x_tree
{
	cull=none
	vertex_shader
	{
		file=standard_xtree_v.cg
	}
	fragment_shader
	{
		file=standard_xtree_f.cg
		;file=standard_xtree_basic_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_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_mix1w
{
  ; Single texture, world mapped
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_mix1w_f.cg
  }
}
;-------------------------------------------
vf_mix2
{
  ; 2 textures, both world mapped
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_mix2_f.cg
  }
}
;-------------------------------------------
vf_mix2w
{
  ; 2 textures with world mapping for the 2nd texture
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_mix2w_f.cg
  }
}
;-------------------------------------------
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
  fresnel
  {
    bias=0.2
    scale=0.8
    power=3.0
  }
}
;-------------------------------------------
vf_wave_flag
{
  vertex_shader 
  {
    file=standard_wave_v.cg
  }
  fragment_shader
  {
    file=standard_wave_f.cg
  }
}
;
; Racer shaders
;
shader_sky~vf_sky
{
  sky=1
  cull=none
  layer0
  {
    map=sky_day.dds
    depthwrite=0
    depthfunc=always
  }
  layer1
  {
    map=sky_night.dds
    depthwrite=0
    depthfunc=always
  }
}


;
; Racer shaders
;
shader_textured_material_banner1~vf_standard_transparent
{
  layer0
  {
    map=banner1.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_banner3~vf_standard_transparent
{
  layer0
  {
    map=banner3.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_lghttre~vf_standard_transparent
{
  emission=1.8 1.8 1.8
  layer0
  {
    map=lghttre.tga
    alpha_to_coverage=1
    alphafunc=gequal 100
  }
}
shader_textured_material_banner4~vf_standard_transparent
{
  layer0
  {
    map=banner4.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_banner2~vf_standard_transparent
{
  layer0
  {
    map=banner2.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_pitbldg~vf_standard
{
  layer0
  {
    map=pitbldg.tga
  }
}
shader_textured_material_racectrl~vf_standard
{
  layer0
  {
    map=racectrl.tga
  }
}
shader_textured_material_bldg2a~vf_standard
{
  layer0
  {
    map=bldg2a.tga
  }
}
shader_textured_material_bldg2b~vf_standard
{
  layer0
  {
    map=bldg2b.tga
  }
}
shader_textured_material_bldg1a~vf_standard
{
  layer0
  {
    map=bldg1a.tga
  }
}
shader_textured_material_barrier~vf_standard
{
  layer0
  {
    map=barrier.tga
  }
}
shader_textured_material_shaka~vf_standard
{
  layer0
  {
    map=shaka.tga
  }
}
shader_textured_material_pplg~vf_standard_transparent
{
  layer0
  {
    map=pplg.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_crane1~vf_standard_transparent
{
  layer0
  {
    map=crane1.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_crane2~vf_standard_transparent
{
  layer0
  {
    map=crane2.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_cama~vf_standard_transparent
{
  layer0
  {
    map=cama.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_concli~vf_standard
{
  layer0
  {
    map=concli.tga
  }
}
shader_textured_material_conct~vf_standard
{
  layer0
  {
    map=conct.tga
  }
}
shader_textured_material_concri~vf_standard
{
  layer0
  {
    map=concri.tga
  }
}
shader_textured_material_bighilla~vf_standard
{
  layer0
  {
    map=bighilla.tga
  }
}
shader_textured_material_bighillb~vf_standard
{
  layer0
  {
    map=bighillb.tga
  }
}
shader_textured_material_roada~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roada.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roada_b.tga
    mode=linear
  }
}
shader_textured_material_grasr~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=grasr.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roada_b.tga
    mode=linear
  }
}
	
shader_textured_material_rsa~vf_bump
{
  ;ambient=1 1 1
  diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=rsa.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
  layer1
  {
    map=rsa_S.tga
    mipmap=1
    mipmap_lod_bias=1
    mipmap_maxlod=4
  }
  layer2
  {
    map=rsa_b.tga
    mode=linear
  }
}

shader_textured_material_grascc~vf_standard
{
  diffuse=0.6 0.6 0.6 1
  layer0
  {
    map=grascc.tga
  }
}
shader_textured_material_plsand~vf_standard
{
  layer0
  {
    map=plsand.tga
  }
}
shader_textured_material_desert~vf_standard
{
  layer0
  {
    map=desert.tga
  }
}
shader_textured_material_armcof~vf_standard_transparent
{
  layer0
  {
    map=armcof.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_armcob~vf_standard_transparent
{
  layer0
  {
    map=armcob.tga
    blendfunc=blend
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_fence1~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=fence1.tga
    blendfunc=blend
	shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_fencet~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=fencet.tga
    blendfunc=blend
	shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}
shader_textured_material_rock1~vf_bump
{
  ;ambient=1 1 1
  diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=rock1.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
  layer1
  {
    map=GRAVEL_S.dds
    mipmap=1
    mipmap_lod_bias=1
    mipmap_maxlod=4
  }
  layer2
  {
    map=rock1_b.tga
    mode=linear
  }
}
shader_textured_material_sand~vf_bump
{
  ;ambient=1 1 1
  diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=sand.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
  layer1
  {
    map=GRAVEL_S.dds
    mipmap=1
    mipmap_lod_bias=1
    mipmap_maxlod=4
  }
  layer2
  {
    map=sand_b.tga
    mode=linear
  }
}

shader_textured_material_armcyb~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=armcyb.tga
    blendfunc=blend
	shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}

shader_textured_material_armcyf~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=armcyf.tga
    blendfunc=blend
	shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}

shader_textured_material_flgr~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=flgr000.tga
    blendfunc=blend
	shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}

shader_textured_material_gnstd1c~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=gnstd1c.tga
    blendfunc=blend
	shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}

shader_textured_material_gnstd1a~vf_standard
{
  layer0
  {
    map=gnstd1a.tga
  }
}

shader_textured_material_gnstd1b~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=gnstd1b.tga
    blendfunc=blend
	shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
}

shader_colored_material~vf_standard
{
  layer0
  {
    map=black.tga
  }
}
shader_textured_material_roadprk1~vf_standard
{
  layer0
  {
    map=roadprk1.tga
  }
}
shader_textured_material_tree2~vf_tree
{
  layer0
  {
    map=tree2.tga
    alpha_to_coverage=1
    alphafunc=gequal 100
    shininess=128
  }
}

shader_textured_material_tree3~vf_tree
{
  layer0
  {
    map=tree3.tga
    alpha_to_coverage=1
    alphafunc=gequal 100
    shininess=128
  }
}

shader_textured_material_tree1~vf_tree
{
  layer0
  {
    map=tree1.tga
    alpha_to_coverage=1
    alphafunc=gequal 100
    shininess=128
  }
}

shader_textured_material_grass~vf_bump
{
  diffuse=2.1 2.1 2.1 1
  cast_shadow=0
  layer0
  {
    map=grass.tga
  }
  layer1
  {
    map=grasshr2_S.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=grasshr2_B.dds
    mode=linear
  }
}

shader_textured_material_logobrdg~vf_standard
{
  layer0
  {
    map=logobrdg.tga
  }
}
shader_textured_material_logopetr~vf_standard
{
  layer0
  {
    map=logopetr.tga
  }
}
shader_textured_material_logotoyt~vf_standard
{
  layer0
  {
    map=logotoyt.tga
  }
}
shader_textured_material_logomblo~vf_standard
{
  layer0
  {
    map=logomblo.tga
  }
}
shader_textured_material_logoagip~vf_standard
{
  layer0
  {
    map=logoagip.tga
  }
}
shader_textured_material_logobapc~vf_standard
{
  layer0
  {
    map=logobapc.tga
  }
}
shader_textured_material_logobrdh~vf_standard
{
  layer0
  {
    map=logobrdh.tga
  }
}
shader_textured_material_mgnstd1b~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=mgnstd1b.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_mgnstd1a~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=mgnstd1a.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_mgnstd1c~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=mgnstd1c.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_mgnstd1d~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=mgnstd1d.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_mgnstd1e~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=mgnstd1e.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_mgnstd1f~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=mgnstd1f.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_mgnstd1g~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=mgnstd1g.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_roadl~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roadl.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roadl_b.tga
    mode=linear
  }
}

shader_textured_material_tsd~vf_dyn_standard
{
  layer0
  {
    map=tsd.tga
  }
}

shader_textured_material_tsleg~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=tsleg.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_tsbck~vf_standard
{
  layer0
  {
    map=tsbck.tga
  }
}

shader_textured_material_tsc~vf_standard
{
  layer0
  {
    map=tsc.tga
  }
}

shader_textured_material_tse~vf_standard
{
  layer0
  {
    map=tse.tga
  }
}

shader_textured_material_tsb~vf_standard
{
  layer0
  {
    map=tsb.tga
  }
}

shader_textured_material_tsa~vf_standard
{
  layer0
  {
    map=tsa.tga
  }
}

shader_textured_material_ppla~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=ppla.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_pplf~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=pplf.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_pple~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=pple.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_peopwall~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=peopwall.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_lpole~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=lpole.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_tlvsn~vf_standard
{
  layer0
  {
    map=tlvsn.tga
  }
}

shader_textured_material_amba~vf_standard
{
  layer0
  {
    map=amba.tga
  }
}

shader_textured_material_ambc~vf_standard
{
  layer0
  {
    map=ambc.tga
  }
}

shader_textured_material_ambb~vf_standard
{
  layer0
  {
    map=ambb.tga
  }
}

shader_textured_material_ambd~vf_standard
{
  layer0
  {
    map=ambd.tga
  }
}

shader_textured_material_ylit~vf_standard
{
  layer0
  {
    emission=2 2 2 1
    map=ylit.tga
  }
}

shader_textured_material_towh~vf_standard
{
  layer0
  {
    map=towh.tga
  }
}

shader_textured_material_towf~vf_standard
{
  layer0
  {
    map=towf.tga
  }
}

shader_textured_material_towr~vf_standard
{
  layer0
  {
    map=towr.tga
  }
}

shader_textured_material_towl~vf_standard
{
  layer0
  {
    map=towl.tga
  }
}

shader_textured_material_towfl~vf_standard
{
  layer0
  {
    map=towfl.tga
  }
}

shader_textured_material_logbicb~vf_standard
{
  layer0
  {
    map=logbicb.tga
  }
}

shader_textured_material_sakhir~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=sakhir.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_saktop~vf_standard
{
  layer0
  {
    map=saktop.tga
  }
}

shader_textured_material_flgb~vf_wave_flag
{
  layer0
  {
    map=bflag.tga
    blendfunc=blend
    shininess=128
    alpha_to_coverage=1
    alphafunc=gequal 128
    ;depthwrite=0
    ; Avoid too much light difference based on direction
    diffuse=0.7 0.8 0.7 
  }
}

shader_textured_material_tentc~vf_standard
{
  layer0
  {
    map=tentc.tga
  }
}

shader_textured_material_tentd~vf_standard
{
  layer0
  {
    map=tentd.tga
  }
}

shader_textured_material_tentg~vf_standard
{
  layer0
  {
    map=tentg.tga
  }
}

shader_textured_material_tenth~vf_standard
{
  layer0
  {
    map=tenth.tga
  }
}

shader_textured_material_roadb~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roadb.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roadb_b.tga
    mode=linear
  }
}

shader_textured_material_roadr~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roadr.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roadr_b.tga
    mode=linear
  }
}

shader_textured_material_roadsf~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roadsf.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roadsf_b.tga
    mode=linear
  }
}

shader_textured_material_tiree~vf_standard
{
  layer0
  {
    map=tiree.tga
  }
}

shader_textured_material_tirew~vf_standard
{
  layer0
  {
    map=tirew.tga
  }
}

shader_textured_material_tiret~vf_standard
{
  layer0
  {
    map=tiret.tga
  }
}

shader_textured_material_dirt~vf_bump
{
  ;ambient=1 1 1
  diffuse=2 2 2 1
  cast_shadow=0
  layer0
  {
    map=dirt.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
  }
  layer1
  {
    map=dirt_S.tga
    mipmap=1
    mipmap_lod_bias=1
    mipmap_maxlod=4
  }
  layer2
  {
    map=dirt_b.tga
    mode=linear
  }
}

shader_textured_material_fencp2~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=fencp2.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_fencp1~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=fencp1.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_roadh~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roadh.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roadh_b.tga
    mode=linear
  }
}

shader_textured_material_roadg~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roadg.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roadg_b.tga
    mode=linear
  }
}

shader_textured_material_roadpit~vf_road
{
  ;diffuse=1 1 1
  cast_shadow=0
  layer0
  {
    map=roadpit.tga
  }
  layer1
  {
    map=ROADDETAIL.dds
    mipmap=1
    mipmap_lod_bias=2
    mipmap_maxlod=4
    ;mode=linear
  }
  layer2
  {
    map=roadpit_b.tga
    mode=linear
  }
}

shader_textured_material_flagbox1~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=flagbox1.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_flagbox2~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=flagbox2.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_pplc~vf_standard_transparent
{
  ;cull=none
  layer0
  {
    map=pplc.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}

shader_textured_material_ref~vf_standard
{
  layer0
  {
    map=ref.tga
  }
}

shader_textured_material_tree4~vf_tree
{
  layer0
  {
    map=tree4.tga
    alpha_to_coverage=1
    alphafunc=gequal 128
    shininess=128
  }
}