; Vertex/fragment shader templates
;
{
  ; Specular control using the diffuse's alpha channel
  vertex_shader
  {
    file=dyn_standard_bump_speca_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_speca_f.cg
  }
}
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_detail_bump
{ 
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    ;file=cg/dyn_standard_bump_detail_v.cg
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    ;file=cg/dyn_standard_bump_detail_f.cg
    file=dyn_standard_reflect_f.cg
  }
}
shader_karoseria~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.22
  shininess=8
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=karoseria.tga
    mipmap=0
  }
}
shader_znaczki~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.25
  shininess=8
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=znaczki.tga
    mipmap=0
  }
}
shader_wheel~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.25
  shininess=8
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=wheel.tga
    mipmap=0
  }
}
shader_szyby~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.6
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_interior_lod0a~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=interior_lod0a.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lights2~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.6
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lights2.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_chrome~vf_reflect
{
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=0.2 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
layer0
{
map=chrome.tga
}
 layer1
{
; Reflection cubemap
map=$trackenvmap
}
}
shader_mirror~vf_standard
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.3 0.3 0.3 1
    }
}
shader_lights~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=lights.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_czarne~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=czarne.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_komputer~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=komputer.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_nodamage~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=nodamage.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_undercarriage~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=undercarriage.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_interior_lod0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_tirea0~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tirea0.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_tarcza~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tarcza.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_zacisk~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=zacisk.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_ramka~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=ramka.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_tablica~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tablica.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
  }
}
shader_tablica~vf_bump
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=tablica.tga
  }
  layer1
  {
    map=tablica_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_tarcza~vf_bump
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=tarcza.tga
  }
  layer1
  {
    map=tarcza_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_tireA0~vf_bump
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=tireA0.tga
  }
  layer1
  {
    map=tireA0_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_zacisk~vf_bump
{
  reflect=0
  compression=0
  specular=0.36 0.36 0.36
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=zacisk.tga
  }
  layer1
  {
    map=zacisk_bump.tga
   mipmap_lod_bias=-1
  }
}
shader_lightson~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightson.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_lightson2~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightson2.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_lightson3~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lightson3.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_brake~vf_standard
{
 sort_offset=1
 layer0
  {
    map=brake.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_rev~vf_standard
{
 sort_offset=1
 layer0
  {
    map=rev.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_kierunekout~vf_standard
{
 sort_offset=1
 layer0
  {
    map=kierunekout.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_kierunki~vf_standard
{
 sort_offset=1
 layer0
  {
    map=kierunki.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_dlugie~vf_standard
{
 sort_offset=1
 layer0
  {
    map=dlugie.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}
shader_halo~vf_standard
{
 sort_offset=1
 layer0
  {
    map=halo.tga
    blendfunc=blend
    ;texenv=replace
    emission=100 100 100 1
  }
}