;SHADER DEFINITIONS
vf_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_reflect
{
  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_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
vf_bumpspeca
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_speca
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
}
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
shader_body~vf_reflect
{
  cast_shadow=1
  reflect=0.04
  diffuse=0.9 0.15 0 1
  ambient=1.2 0.15 0 1
  specular=1.0 0.15 0 1
  shininess=24
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=body.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_wheel~vf_reflect
{
  cast_shadow=1
  reflect=0.05
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=wheel.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=wheel.tga
  }
}
shader_black~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=misc.tga
  }
}
shader_black1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=black.tga
  }
}
shader_carbon~vf_reflect
{
  cast_shadow=1
  reflect=0.008
  shininess=10
  specular=0.01 0.01 0.01 1  
  fresnel
  {
    bias=0.1
    scale=1.9
    power=2
  }
  layer0
  {
    map=carbon.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_carbon~vf_bumpspeca
{
  cast_shadow=1     
  reflect=0.01  
  specular=0.02 0.02 0.02 1 
  ambient=0.02 0.02 0.02 1  
  compression=0
  shininess=48
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=carbon.dds
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=carbonn.dds
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}

shader_mirror~vf_standard
{	
  diffuse=0.1 0.1 0.1
  cast_shadow=1
  layer0
   {
     map=$mirror
;     texscale_s=1
;     texscale_r=1
;     texscale_t=1
;     emission=0.3 0.3 0.3 1
   }
}
shader_lightsem~vf_emission
{
  shininess=16
  specular=1 1 1 1
  layer0
  {
    map=lightsem.tga
    blendfunc=blend
    emission=250 250 300 1
  }
}
shader_chrome~vf_reflect
{
  cast_shadow=1
  reflect=0.04
  shininess=10
  specular=0.01 0.01 0.01 1  
  fresnel
  {
    bias=0.1
    scale=1.9
    power=2
  }
  layer0
  {
    map=chrome.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_plastic~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte.tga
  }
}

shader_window~vf_reflect
{
cast_shadow=0
sort_offset=1

reflect=0.04
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=windows.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_lightglass~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=0.04
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=lights.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}




shader_emblem~vf_reflect
{
  cast_shadow=1
  reflect=0.04
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=misc.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=misc.tga
  }
}
shader_lights~vf_reflect
{
  cast_shadow=1
  reflect=0.04
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=lights.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=lights.tga
  }
}

shader_interior~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=25
  specular=0.01 0.01 0.01 1 
  layer0
  {
    map=inte.tga
  }
}

shader_interior2~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=0
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=int2.dds
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_plasticints~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=E36_Salonas0.tga
  }
}




shader_mottled~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=cloth.tga
  }
}
shader_int2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=int.tga
  }
}
shader_cloth~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=cloth.tga
  }
}
shader_skitch~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=skitch.tga
  }
}

shader_metalint~vf_reflect
{
  reflect=0.03
  compression=0
  specular=0.03 0.03 0.03 1 
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=int.tga
  }
  layer1
  {
    map=nrm.tga
    mipmap_lod_bias=-1
  }
}


shader_windows~vf_glass
{
cast_shadow=0
reflect=0.04
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=Windows.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_Lightson~vf_emission
{
  shininess=16
  specular=1 1 1 1
  layer0
  {
    map=lightson.tga
    blendfunc=blend
    shininess=6    
     specular=0.62 0.62 0.255 1    

    emission=250 250 300 1
  }
}
shader_lightson1~vf_emission
{
  shininess=16
  specular=1 1 1 1
  layer0
  {
    map=lightson1.tga
    blendfunc=blend
    emission=250 250 300 1
  }
}
shader_inton~vf_emission
{
  shininess=16
  specular=1 1 1 1
  layer0
  {
    map=int2li.tga
    blendfunc=blend
    emission=250 250 300 1
  }
}
shader_blackglass~vf_glass
{
cast_shadow=0
reflect=0.04
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
  map=matte.tga
  shininess=20
  blendfunc=blend
  specular=0.0 0.0 0.0 1.0 
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}
shader_blackgklass~vf_reflect
{
  cast_shadow=1
  reflect=0.04
  shininess=10
  specular=0.01 0.01 0.01 1
  tangents=0
  layer0
  {
    map=matte.tga
  }
  layer1
  {
   map=$trackenvmap
  }
}

shader_e36_ratas1~vf_reflect
{
  cast_shadow=1
  reflect=0.00
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=E36_Ratas.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=E36_Ratas.tga
  }
}
shader_e36_ratas~vf_reflect
{
  cast_shadow=1
  reflect=0.00
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=E36_Ratas.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=E36_Ratas.tga
  }
}




shader_leather~vf_standard
{
  cast_shadow=1   
  specular= 0.02 0.02 0.02 1 
  ambient=0.2 0.2 0.2 1  
  compression=0
  shininess=26
  ; Need tangents passed while rendering
  tangents=0
  layer0
  {
    map=matte.tga
    ;blend=src_alpha one_minus_src_alpha

  }
}
shader_motled~vf_standard
{
  cast_shadow=1   
  specular= 0.02 0.02 0.02 1 
  ambient=0.2 0.2 0.2 1  
  compression=0
  shininess=26
  ; Need tangents passed while rendering
  tangents=0
  layer0
  {
    map=matte.tga
    ;blend=src_alpha one_minus_src_alpha
  }

}
shader_leather2~vf_standard
{
  cast_shadow=1    
  specular= 0.02 0.02 0.02 1 
  ambient=0.2 0.2 0.2 1  
  compression=0
  shininess=26
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=matte.tga
    ;blend=src_alpha one_minus_src_alpha
  }
}

shader_oranges~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=or.tga
  }
}
shader_orange~vf_standard
{
  cast_shadow=0
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=or.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_plasticints~vf_bumpspeca
{
  reflect=1  
  cast_shadow=1  
  diffuse=0.1 0.1 0.1 1
  ambient=0.2 0.2 0.2 1    
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  ; Need tangents passed while rendering
  tangents=0
  layer0
  {
    map=E36_Salonas0.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=bmw_m3_e36_cockpit_normals.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_plasticint~vf_standard
{
  cast_shadow=0     
  specular=0.02 0.02 0.02 1 
  ambient=0.02 0.02 0.02 1  
  compression=0
  shininess=48
  ; Need tangents passed while rendering
  tangents=0
  layer0
  {
    map=m5int.dds
    ;blend=src_alpha one_minus_src_alpha

  }
}

shader_refint~vf_reflect
{
  cast_shadow=1
  reflect=0.02
  shininess=10
  specular=0.01 0.01 0.01 1
  tangents=0
  layer0
  {
    map=E36_Salonas0.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=E36_Salonas0.tga
  }
}
shader_rim~vf_reflect
{
  cast_shadow=1
  reflect=0.04
  shininess=10
  specular=0.05 0.05 0.05 1
  tangents=0
  layer0
  {
    map=wheel.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=wheel.tga
  }
}
shader_diskas
{
  layer0
  {
    map=EMzone_Stabdziu_diskas.tga
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
}
shader_padanga~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=EMzone_Padanga.tga
  }
}
shader_diskas
{
  layer0
  {
    map=EMzone_Stabdziu_diskas.tga
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
}
shader_tab~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=tab.dds
  }
}
shader_tab1~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=tab1.dds
  }
}
shader_tire~vf_bumpspeca
{
  cast_shadow=1     
  specular=0.02 0.02 0.02 1 
  ambient=0.02 0.02 0.02 1  
  compression=0
  shininess=48
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=tire.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
   
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_baer1~vf_standard
{
  layer0
  {
    map=baer1.tga
  }
}
shader_rot~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte.tga
  }
}
