;
; Template shader file (generated by RTrackVRML)
;
;===========================
; 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=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_wave_flag
{
  vertex_shader 
  {
    file=standard_wave_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
;-------------------------------------------------
vf_wave_banner
{
  vertex_shader 
  {
    file=standard_wave_banner_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=0.1 0.1 0.1
  shininess=80
  scale=7.5
  ;scale=3.1
  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_road
{
	specular=1 1 1
	shininess=4
	scale=3.1
	diffuse=0.5 0.5 0.5
	cast_shadow=0
	vertex_shader
	{
		file=standard_v.cg
	}
	fragment_shader
	{
		file=standard_detail_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_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_tree
{
	cull=none
	vertex_shader
	{
		file=standard_tree_v.cg
	}
	fragment_shader
	{
		file=standard_tree_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
  }
}

;
; Racer shaders
;
shader_sky01~vf_sky
{
  sky=1
  cull=none
  layer0
  {
    map=sky01.tga
    depthwrite=0
    depthfunc=always
  }
  layer1
  {
    map=sky_night.tga
    depthwrite=0
    depthfunc=always
  }
}
shader_textured_material_cloudref~vf_sky
{
  sky=1
  cull=none
  layer0
  {
    map=cloudsnny.tga
    depthwrite=0
    depthfunc=always
  }
  layer1
  {
    map=sky_night.tga
    depthwrite=0
    depthfunc=always
  }
}

shader_textured_material_grdc~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=grdc.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_grdrltp~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=grdrltp.bmp
  }
}
shader_textured_material_logoa30~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=CONTINENTAL.dds
  }
}
shader_textured_material_wargrnd~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=wargrnd.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_winda~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=winda.bmp
  }
}
shader_textured_material_blbbk~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=blbbk.bmp
  }
}
shader_textured_material_gstandab~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gstandab.bmp
  }
}
shader_textured_material_windb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=windb.bmp
  }
}
shader_textured_material_undbrdg~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=undbrdg.bmp
  }
}
shader_textured_material_stairsy~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=stairsy.bmp
  }
}
shader_textured_material_pittarp~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=pittarp.bmp
  }
}
shader_textured_material_rmblh~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=rmblh.bmp
  }
}
shader_textured_material_rmblb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=rmblb.bmp
  }
}
shader_textured_material_twallww~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=twallww.bmp
  }
}
shader_textured_material_gsundra~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gsundra.bmp
  }
}
shader_textured_material_logoalnz~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoalnz.bmp
  }
}
shader_textured_material_stairtran~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=stairtran.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_logobeer~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logobeer.bmp
  }
}
shader_textured_material_logobrdg~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logobrdg.bmp
  }
}
shader_textured_material_brgb1~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=brg1b.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_cwale~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cwale.bmp
  }
}
shader_textured_material_logohelx~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logohelx.bmp
  }
}
shader_textured_material_gsfence~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=gsfence.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_agipylo~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=agipylo.bmp
  }
}
shader_textured_material_gswinda~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gswinda.bmp
  }
}
shader_textured_material_cmwlagip~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cmwlagip.bmp
  }
}
shader_textured_material_ytowa~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=ytowa.bmp
  }
}
shader_textured_material_shadwall~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=shadwall.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_btowb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=btowb.bmp
  }
}
shader_textured_material_btowc~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=btowc.bmp
  }
}
shader_textured_material_btowe~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=btowe.bmp
  }
}
shader_textured_material_grassout~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=grasslow2.tga
  }
}
shader_textured_material_cranw___e~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cranw.bmp
  }
}
shader_textured_material_crany___e~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=crany.bmp
  }
}
shader_textured_material_cranv___e~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cranv.bmp
  }
}
shader_textured_material_gstcamc~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gstcamc.bmp
  }
}
shader_textured_material_gstgrya~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gstgrya.bmp
  }
}
shader_textured_material_cranu~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cranu.bmp
  }
}
shader_textured_material_rmbld~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=rmbld.bmp
  }
}
shader_textured_material_gstgryas~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gstgryas.bmp
  }
}
shader_textured_material_fncer~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=fncer.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_crane~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=crane.bmp
  }
}
shader_textured_material_cranb___e~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cranb.bmp
  }
}
shader_textured_material_cranc___e~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cranc.bmp
  }
}
shader_textured_material_crand~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=crand.bmp
  }
}
shader_textured_material_gstmtla~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gstmtla.bmp
  }
}
shader_textured_material_cranf~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cranf.bmp
  }
}
shader_textured_material_crang~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=crang.bmp
  }
}
shader_textured_material_crant~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=crant.bmp
  }
}
shader_textured_material_glasbdc~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=glasbdc.bmp
  }
}
shader_textured_material_glasbda~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=glasbda.bmp
  }
}
shader_textured_material_glasbdd~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=glasbdd.bmp
  }
}
shader_textured_material_glasbdb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=glasbdb.bmp
  }
}
shader_textured_material_grassbrd~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=grassbrd.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_roada~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=roada.tga
  }
}
shader_textured_material_fenceb~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=fence.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_tfence~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=tfence.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_grassvod~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=grassvoda.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_grassshell~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=grassshel.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_gstandaa~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gstandaa.bmp
  }
}
shader_textured_material_gswallb~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=gswallb.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_gswalla~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gswalla.bmp
  }
}
shader_textured_material_gsteatb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gstseatb.bmp
  }
}
shader_textured_material_grassa~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=grasslow.tga
  }
}
shader_textured_material_tcolor~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=tcolor.bmp
  }
}
shader_textured_material_rmblg~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=rmblg.bmp
  }
}
shader_textured_material_gberm~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gberm.bmp
  }
}
shader_textured_material_gswirl~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gswirl.bmp
  }
}
shader_textured_material_htlname~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=htlname.bmp
  }
}
shader_textured_material_htlfrnt~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=htlfrnt.bmp
  }
}
shader_textured_material_htlside~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=htlside.bmp
  }
}
shader_textured_material_htlawn~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=htlawn.bmp
  }
}
shader_textured_material_htlwind~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=htlwind.bmp
  }
}
shader_textured_material_sec6a~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec6a.bmp
  }
}
shader_textured_material_sec6b~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec6b.bmp
  }
}
shader_textured_material_sec7a~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec7a.bmp
  }
}
shader_textured_material_sec7b~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec7b.bmp
  }
}
shader_textured_material_sec7c~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec7c.bmp
  }
}
shader_textured_material_sec6g~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec6g.bmp
  }
}
shader_textured_material_sec8c~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec8c.bmp
  }
}
shader_textured_material_sec8d~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec8d.bmp
  }
}
shader_textured_material_sec6d~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec6d.bmp
  }
}
shader_textured_material_sec6c~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec6c.bmp
  }
}
shader_textured_material_sec6f~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec6f.bmp
  }
}
shader_textured_material_sec6e~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec6e.bmp
  }
}
shader_textured_material_sec7d~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec7d.bmp
  }
}
shader_textured_material_sec7f~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec7f.bmp
  }
}
shader_textured_material_sec7e~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec7e.bmp
  }
}
shader_textured_material_sec8a~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec8a.bmp
  }
}
shader_textured_material_sec8b~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=sec8b.bmp
  }
}
shader_textured_material_hillc~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=hillc.bmp
  }
}
shader_textured_material_pwrdby~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=pwrdby.bmp
  }
}
shader_textured_material_mercbnz~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=mercbnz.bmp
  }
}
shader_textured_material_logodpc~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logodpc.bmp
  }
}
shader_textured_material_logomerc~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=logomerc.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_ptree~vf_x_tree
{
	cast_shadow=1
  layer0
  {
    map=ptree.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_trelna~vf_x_tree
{
	cast_shadow=1
  layer0
  {
    map=trelna.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_trelnb~vf_x_tree
{
	cast_shadow=1
  layer0
  {
    map=trelnb.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_treec~vf_tree
{
	cast_shadow=1
  layer0
  {
    map=treec.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_treed~vf_tree
{
	cast_shadow=1
  layer0
  {
    map=treed.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_rmbla~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=rmbla.bmp
  }
}
shader_textured_material_roadb~vf_standard
{
  layer0
  {
    map=roadb.tga
  }
}
shader_textured_material_roadf~vf_standard
{
  layer0
  {
    map=roadf.bmp
  }
}
shader_textured_material_logovoda~vf_standard_transparent
{
  layer0
  {
    map=grassvoda.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_cmwlcamp~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=cmwlcamp.bmp
  }
}
shader_textured_material_rmblf~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=rmblf.bmp
  }
}
shader_textured_material_grasseven~vf_standard
{
  layer0
  {
    map=grasseven.tga
  }
}
shader_textured_material_gold~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=gold.bmp
  }
}
shader_textured_material_logokart~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logokart.bmp
  }
}
shader_textured_material_bldsm~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=bldsm.bmp
  }
}
shader_textured_material_bldsmb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=bldsmb.bmp
  }
}
shader_textured_material_camerhos~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=camerhos.bmp
  }
}
shader_textured_material_walad~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=walad.bmp
  }
}
shader_textured_material_pitbldabc~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=pitbldabc.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_bldgpg~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=bldgpg.bmp
  }
}
shader_textured_material_bldgpd~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=bldgpd.bmp
  }
}
shader_textured_material_pitbldd~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=pitbldd.bmp
  }
}
shader_textured_material_pitbldb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=pitbldb.bmp
  }
}
shader_textured_material_pitlogo~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=pitlogo.bmp
  }
}
shader_textured_material_pitdef~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=pitblddef.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_peopleb~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=peopleb.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_peoplec~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=peoplec.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_peoplee~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=peoplee.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_peopled~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=peopled.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_peoplea~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=peoplea.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_bldgpf~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=bldgpf.bmp
  }
}
shader_textured_material_logofera~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=FRIBC00.bmp
;??
  }
}
shader_textured_material_bldgpc~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=bldgpc.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_logomcla~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logobmwa~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=BMW_BIG.DDS
  }
}
shader_textured_material_logosaua~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logojora~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logobara~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logorena~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logojaga~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logoarra~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logomina~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logoproa~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_logotoya~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=logoa00.bmp
  }
}
shader_textured_material_windc~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=windc.bmp
  }
}
shader_textured_material_pitline~vf_standard_transparent
{
  layer0
  {
    map=pitline.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_rdline~vf_standard_transparent
{
  layer0
  {
    map=rdline.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_pitwht~vf_standard
{
  layer0
  {
    map=pitwht.bmp
  }
}
shader_textured_material_clock~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=clock.bmp
  }
}
shader_textured_material_windows~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=pitwindb.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_buildz~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=buildz.bmp
  }
}
shader_textured_material_windz~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=windz.bmp
  }
}
shader_textured_material_pitdoor~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=pitdoor.bmp
  }
}
shader_textured_material_windy~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=windy.bmp
  }
}
shader_textured_material_tarpb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=tarpb.bmp
  }
}
shader_textured_material_buildy~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=buildy.bmp
  }
}
shader_textured_material_psroad~vf_standard_transparent
{
  layer0
  {
    map=psroad.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_stlit~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=stlit.bmp
  }
}
shader_textured_material_fncpost~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=fncpost.bmp
  }
}
shader_textured_material_ptenta~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=ptenta.bmp
  }
}
shader_textured_material_ptentb~vf_standard
{
	cast_shadow=1
  layer0
  {
    map=ptentb.bmp
  }
}
shader_textured_material_grda~vf_standard_transparent
{
	cast_shadow=1
  layer0
  {
    map=grda.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_ptrglow5~vf_standard_transparent
{
  layer0
  {
    map=ptrglow.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_ptbglow5~vf_standard_transparent
{
  layer0
  {
    map=ptbglow.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_ptgglow5~vf_standard_transparent
{
  layer0
  {
    map=ptgglow.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_ptrlit5~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ptrlit.bmp
  }
}
shader_textured_material_ptglit5~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ptglit.bmp
  }
}
shader_textured_material_ptblit5~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ptblit.bmp
  }
}
shader_textured_material_gstseat~vf_standard_transparent
{
  cast_shadow=1
  layer0
  {
    map=gstseat.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_emissseat~vf_standard_transparent
{
  cast_shadow=1
  layer0
  {
    map=gstseat.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_semijuma~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=semijuma.bmp
  }
}
shader_textured_material_semijumb~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=semijumb.bmp
  }
}

shader_textured_material_ref~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=TVFLU.DDS
  }
}
shader_textured_material_tsa~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tsa.bmp
  }
}
shader_textured_material_tsb~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tsb.bmp
  }
}
shader_textured_material_tsc~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tsc.bmp
  }
}
shader_textured_material_tsd~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tsd.bmp
  }
}

shader_textured_material_stglowa6~vf_standard_transparent
{
  layer0
  {
    map=stglow01.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_stglowb6~vf_standard_transparent
{
  layer0
  {
    map=stglow01.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_stglowc6~vf_standard_transparent
{
  layer0
  {
    map=stglow01.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_stglowd6~vf_standard_transparent
{
  layer0
  {
    map=stglow01.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_stglowe6~vf_standard_transparent
{
  layer0
  {
    map=stglow01.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_stlita6~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=stlit01.bmp
  }
}
shader_textured_material_stlitb6~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=stlit01.bmp
  }
}
shader_textured_material_stlitc6~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=stlit01.bmp
  }
}
shader_textured_material_stlitd6~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=stlit01.bmp
  }
}
shader_textured_material_stlite6~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=stlit01.bmp
  }
}
shader_textured_material_wbstrip~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=wbstrip.bmp
  }
}
shader_textured_material_tkwallb~vf_standard_transparent
{
  cast_shadow=1
  layer0
  {
    map=tkwallb.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_tkwalla~vf_standard_transparent
{
  cast_shadow=1
  layer0
  {
    map=tkwalla.bmp
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}
shader_textured_material_sand~vf_standard
{
  layer0
  {
    map=sand.tga
  }
}
shader_textured_material_hatberm~vf_standard
{
  layer0
  {
    map=sandbrm.bmp
  }
}
shader_textured_material_grassc~vf_standard
{
  layer0
  {
    map=grassc.bmp
  }
}
shader_textured_material_logowar~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=logowar.bmp
  }
}
shader_textured_material_roadgrid~vf_standard
{
  layer0
  {
    map=roadgrid.tga
  }
}
shader_textured_material_rmblj~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=rmblj.bmp
  }
}
shader_textured_material_grdrlmlt~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=grdrlmlt.bmp
  }
}
shader_textured_material_grdrlbu~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=grdrlbu.bmp
  }
}
shader_textured_material_grdrly~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=grdrly.bmp
  }
}
shader_textured_material_grdrlr~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=grdrlr.bmp
  }
}
shader_textured_material_hillb~vf_standard
{
  layer0
  {
    map=hillb.bmp
  }
}
shader_textured_material_twallwr~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=twallwr.bmp
  }
}
shader_textured_material_twallrd~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=twallrd.bmp
  }
}
shader_textured_material_twallwt~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=twallwt.bmp
  }
}
shader_textured_material_tiretprd~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tiretprd.bmp
  }
}
shader_textured_material_tiretpwh~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tiretpwh.bmp
  }
}
shader_textured_material_twallyllo~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=twallyllo.bmp
  }
}
shader_textured_material_twalltag~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=twalltag.bmp
  }
}
shader_textured_material_ytowb~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ytowb.bmp
  }
}
shader_textured_material_btowa~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=btowa.bmp
  }
}
