shader_karoseria
{
  layer0
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    emission=1 1 1 1
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter
    shininess=24
    specular=0.75 0.75 0.75
  }
  layer2
  {
    map=bodycolor.tga
    blendfunc=one src_alpha
  }
}
shader_Windows
{
  layer0
  {
    ;depthwrite=0
    map=szyby.tga
    blendfunc=blend
  }
  layer1
  {
    ;depthwrite=0
    texenv=replace
    map=fresnel2.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    blendfunc=one dst_alpha
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one
    depthwrite=0
  }
}
shader_chrome
{
  layer0
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
      shininess=42
      specular=1 1 1 1
  }
  layer1
  {
    map=chrome.tga
    blendfunc=one src_alpha
  shininess=35
  specular=0.76 0.75 0.74
  }
}
shader_czarne
{
  layer0
  {
    map=czarne.tga

    shininess=0
    specular=0 0 0
    ambient=0 0 0
    diffuse=0 0 0
    emission=0 0 0 0
    }
  }
}
;Wheels:
shader_Wheel
{
   layer0
  {
    map=Wheel.tga
    shininess=10
    specular=0.2 0.2 0.2 1
  }
}

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

shader_Wheel2
{
   layer0
  {
    map=Wheel2.tga
    shininess=10
    specular=0.2 0.2 0.2 1
  }
}

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

shader_Wheel3
{
   layer0
  {
    map=Wheel3.tga
    shininess=10
    specular=0.2 0.2 0.2 1
  }
}

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


shader_Rim
{
  layer0
  {
    map=Rim.tga

    shininess=0
    specular=0 0 0
    ambient=0 0 0
    diffuse=0 0 0
    emission=0 0 0 0
  }
}

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

shader_Rim2
{
  layer0
  {
    map=Rim2.tga

    shininess=0
    specular=0 0 0
    ambient=0 0 0
    diffuse=0 0 0
    emission=0 0 0 0
  }
}

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

shader_Rim3
{
  layer0
  {
    map=Rim3.tga

    shininess=0
    specular=0 0 0
    ambient=0 0 0
    diffuse=0 0 0
    emission=0 0 0 0
  }
}
;---------------------------------------------------------------------------------

shader_Lights
{
  sort_offset=1
  layer0
    {
       map=Lightsbackon.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}

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

shader_Brakelights
{
  sort_offset=1
  layer0
    {
       map=stop.tga
       blendfunc=add
       texenv=replace
       emission=1 1 1 1
    }
}

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