; ------------------------------
; --------- CG Shaders ---------
; ------------------------------
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

vf_reflective
{
  vertex_shader
  {
    ;file=dyn_standard_v.cg
    file=dyn_standard_reflect_v.cg
    ;file=lit_fresnel_env_hemi_bump_v.cg
  }
  fragment_shader
  {
    ;file=standard_f.cg
    file=dyn_standard_reflect_f.cg
    ;file=lit_fresnel_env_hemi_bump_f.cg
  }
}
vf_brakedisc_heat
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
}

vf_bump
{
  vertex_shader
  {
    ;file=dyn_standard_bump_speca_v.cg
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    ;file=dyn_standard_bump_speca_f.cg
    file=dyn_standard_bump_f.cg
  }
}

; ------------------------------
; ----------    Body   ---------
; ------------------------------

shader_tube_frame~vf_standard
{
  reflect=0.6
  specular=0.5 0.5 0.5   ;3 3 3
  diffuse=0.2 0.2 0.2
  shininess=70
  layer0
  {
    map=tube_frame.tga
  }
}

shader_alluminium~vf_standard
{
  reflect=0.8
  specular=0.5 0.5 0.5   ;3 3 3
  diffuse=0.2 0.2 0.2
  shininess=100
  layer0
  {
    map=alluminium.tga
  }
}

shader_black~vf_standard
{
  layer0
  {
    map=black.tga
  }
}

shader_chrome~vf_reflective
{
  shininess=80
  reflect=1.0
  layer0
  {
    map=bare_metal.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_bare_metal~vf_reflective
{
  reflect=0.6
  specular=0.5 0.5 0.5   ;3 3 3
  diffuse=0.2 0.2 0.2
  shininess=100
  layer0
  {
    map=bare_metal.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_bare_metal_dark~vf_standard
{
  reflect=0.6
  specular=0.5 0.5 0.5   ;3 3 3
  diffuse=0.2 0.2 0.2
  shininess=100
  layer0
  {
    map=bare_metal_dark.tga
  }
}

shader_king_shocks~vf_standard
{
  reflect=0.6
  specular=0.5 0.5 0.5   ;3 3 3
  diffuse=0.2 0.2 0.2
  shininess=100
  layer0
  {
    map=king_shocks.tga
  }
}

shader_spring~vf_standard
{
  reflect=0.9
  specular=0.5 0.5 0.5   ;3 3 3
  diffuse=0.2 0.2 0.2
  shininess=100
  layer0
  {
    map=spring.tga
  }
}

shader_rim~vf_standard
{
  reflect=0.9
  specular=0.5 0.5 0.5   ;3 3 3
  diffuse=0.2 0.2 0.2
  shininess=150
  layer0
  {
    map=rim.tga
  }
}

shader_tire~vf_bump
{
;  reflect=0.2
;  specular=0.8 0.8 0.8 
;  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=tire.tga
  }
  layer1
  {
    map=tire_normal.tga
  }
}

shader_brakecalliper~vf_standard
{
  layer0
  {
    map=brakecalliper.tga
  }
}

shader_brakedisc~vf_brakedisc_heat
{
  layer0
  {
    map=brakediscs.tga
  }
}