; Sierra RS500 shaders
;
; Vertex/fragment shader templates
;

vf_bump
{
	vertex_shader
	{
		file=dyn_standard_bump_speca_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_bump_speca_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_transparent
{
	vertex_shader
	{
		file=dyn_standard_reflect_window_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_reflect_window_f.cg
	}
}

; materials ______________________________________________________


shader_body~vf_reflect
{
	compression=0
	reflect=1.0
	shininess=8
	specular=0.00 0.00 0.00
	layer0
	{
		map=body.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_shadowmap~vf_standard
{
	layer0
	{
		map=shadow.tga
		texenv=replace
	}
}

shader_glass~vf_transparent
{
	reflect=1.0
	layer0
	{
		map=windows.tga
		blendfunc=blend
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_black~vf_standard
{
	compression=0
	layer0
	{
		map=black.tga
	}
}
shader_chrome~vf_reflect
{
	compression=0
	reflect=1.0
	shininess=32
	specular=1.00 1.00 1.00
	layer0
	{
		map=chrome.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_vinyl~vf_standard
{
	compression=0
	layer0
	{
		map=vinyl.tga
	}
}

shader_rim~vf_reflect
{
	compression=0
	reflect=1.0
	shininess=25
	specular=1.00 1.00 1.00
	layer0
	{
		map=rim.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}

shader_tire~vf_standard
{
	compression=0
	shininess=10
	specular=0.10 0.10 0.10
	layer0
	{
		map=tire.tga
	}
}

shader_disc
{
  ; Brake disc
  layer0
  {
    map=disc.tga
    emission=0 0 0 1
    shininess=20
    specular=1 1 1 1
  }
  ; Brakedisc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    ; Burn heat through texture's alpha
    file=standard_heat_f.cg
  }
}
shader_badge~vf_standard
{
	compression=0
	shininess=20
	specular=0.10 0.10 0.10
	layer0
	{
		map=badge.tga
                blendfunc=blend
	}
}

shader_brakelights~vf_reflect
{
	layer0
	{
		map=body.tga
		blendfunc=blend
		emission=1.00 1.00 1.00
		;texenv=replace
	}
}
shader_mirrors~vf_standard
{	
	layer0
	{
		map=$mirror
		texscale_s=1
		texscale_r=1
		texscale_t=1
	}
}