;------------------------------------------

vf_reflect
{
  cast_shadow=1
  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_reflect_v.cg
    ;file=dyn_standard_bump_speca_v.cg
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    ;file=dyn_standard_reflect_f.cg
    ;file=dyn_standard_bump_speca_f.cg
    file=dyn_standard_bump_reflect_f.cg
  }
}

vf_bump_speca
{
  ; 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_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_emission
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}

vf_bump
{
  cast_shadow=1
  compression=0
  tangents=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_chrome
{
  reflect=2.9
  shininess=40
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=0.25 0.25 0.25 1
  mipmap_bias=4
  cast_shadow=1
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_standard
{
  cast_shadow=1
  compression=0
  tangents=1
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

vf_bump_reflect
{
  cast_shadow=1
  compression=0
  tangents=1
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
}

;body-----------------------------------------------------------------------------

shader_vehicle_generic_smallspecmap_paint1_clr1~vf_reflect
{
  cast_shadow=1
tangents=1
compression=1
reflect=0.3
diffuse=0.75 0.75 0.75 1
ambient=0.6 0.6 0.6 1
shininess=33
specular=0.75 0.75 0.75 1
fresnel
 {
   bias=0.1
   power=3.0
   scale=0.9
 }
layer0
 {
  map=vehicle_generic_smallspecmap_paint1_clr1.tga
 }
layer1
 {
  map=$trackenvmap
 }
}


shader_lights_interior2~vf_standart
{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=lights_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}


shader_color_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=color_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}


shader_floor_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=floor_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}





shader_underbody_mesh~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=underbody_mesh.tga
   }
layer1
 {
   map=$trackenvmap
 }
}


shader_wood_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=wood_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}



shader_buttons_01_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=buttons_01_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}



shader_pribors_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=pribors_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}




shader_buttons_02_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=buttons_02_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}



shader_leather1_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=leather1_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}




shader_leater_dark1_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=leater_dark1_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}




shader_roof_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=roof_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}




hader_vehicle_generic_doorshut_shuts_clr1~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=vehicle_generic_doorshut_shuts_clr1.tga
   }
layer1
 {
   map=$trackenvmap
 }
}



shader_body_mesh~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=body_mesh.tga
   }
layer1
 {
   map=$trackenvmap
 }
}



shader_color_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=color_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}



shader_body_interior2~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=body_interior2.tga
   }
layer1
 {
   map=$trackenvmap
 }
}

shader_virginia_mesh~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=virginia_mesh.tga
   }
layer1
 {
   map=$trackenvmap
 }
}


shader_logo_mesh~vf_standart

{
  cast_shadow=1
reflect=0.07
ambient=0.937 0.937 0.937
specular=0.137 0.137 0.137
shininess=35.7
 layer0
 {
  map=logo_mesh.tga
   }
layer1
 {
   map=$trackenvmap
 }
}


















































shader_povorotnik_pered_lightsemissive~vf_glass

{
  cast_shadow=1
sort_offset=1
reflect=0.57
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=povorotnik_pered_lightsemissive.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}



shader_steklo_vehglass~vf_glass

{
  cast_shadow=1
sort_offset=1
reflect=0.57
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=steklo_vehglass.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}


shader_lights_lightsemissive~vf_glass

{
  cast_shadow=1
sort_offset=1
reflect=0.57
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=lights_lightsemissive.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}














;brakes&lights-----------------------------------------------------------------------

shader_~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_lights2~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=lights2.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_lights3~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=lights3.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_lights4~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=lights4.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}
shader_brakes~vf_luminous
{
    cast_shadow=1
sort_offset=1
  layer0
    {
       map=brakes.tga
       blendfunc=add
       ;texenv=replace
       emission=80 80 80 80
    }
}




shader_chrome_mesh~vf_reflect
{
compression=0
ambient=0.1 0.1 0.1
diffuse=0.1 0.1 0.1
specular=0.1 0.1 0.1 ; no specular for solid colours
shininess=16
reflect=1 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
layer0
{
map=chrome_mesh.tga
}
layer1
{
; Reflection cubemap
map=$trackenvmap
}
}




shader_stabdziu_diskas~vf_standard
{
 cast_shadow=1
layer0
 {
  map=stabdziu_diskas.tga
 }
}
shader_blacky~vf_standard
{
cast_shadow=1
 layer0
 {
  map=black.tga
 }
}

shader_m5wheel~vf_reflect
{
 cast_shadow=1
;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=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=e39.tga
}

}
shader_tire~vf_standard
{
 cast_shadow=1
layer0
 {
  map=ratas.tga
 }
}