;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=0.02
  diffuse=0.0 0.0 0.0 1
  ambient=0.0 0.0 0.0 1
  specular=0.01 0.01 0.01 1
  shininess=24
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=body.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_Mirrors~vf_reflect
{
  cast_shadow=1
  compression=0
  diffuse=0.10 0.10 0.10 1.00
  layer0
  {
    map=$mirror
    texscale_s=1
    texscale_r=1
    texscale_t=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=1.0
  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=$trackenvmap
  }
}
shader_plastic~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte.tga
  }
}
shader_plastic2~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=matte.tga
  }
}
shader_matte~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=EMzone_Remai.tga
  }
}
shader_plasticints~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=E36_Salonas0.tga
  }
}
shader_badge~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=badge.tga
  }
}
shader_lightsa~vf_glass
{
  cast_shadow=1
  reflect=1
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=lights.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=lights.tga
  }
}
shader_windows~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=0.04
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=windows.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_lightsglass~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=m5lights.dds
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_glassl~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=E36_Lempu_Glass.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_ratas~vf_reflect
{
  cast_shadow=1
  reflect=0.1
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=EMzone_Ratas.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=BBS_LM.tga
  }
}

shader_emblem~vf_reflect
{
  cast_shadow=1
  reflect=0.2
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=m5misc.dds
  }
  layer1
  {
    compression=0
    mode=linear
    map=m5misc.dds
  }
}
shader_lights~vf_reflect
{
  cast_shadow=1
  reflect=0.05
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=m5lights.dds
  }
  layer1
  {
    compression=0
    mode=linear
    map=m5lights.dds
  }
}
shader_redlights~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=red.tga
  }
}
shader_badgeints~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=int2.tga
  }
}
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_steers~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=E36_Salonas3.tga
  }
}
shader_gauge~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=E36_Salonas1.tga
  }
}
shader_views~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=E36_Salonas2.tga
  }
}
shader_alcantaras~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=E36_Salonas5.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_lights~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=lights.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_misc~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=misc.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_leatherx
{
  reflect=0.5
  compression=0
  specular=0.03 0.03 0.03 1 
  shininess=20
  motion_blur=0
  tangents=1
  layer0
  {
    map=lea.tga
  }
  layer1
  {
    map=nrm.tga
    mipmap_lod_bias=-1
  }
}
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_gauges~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=int2.tga
  }
}
shader_badgeint~vf_glass
{
  cast_shadow=1
  ;sort_offset=5
  reflect=0
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=int2.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_Lightson~vf_emission
{
  shininess=16
  specular=1 1 1 1
  layer0
  {
    map=m5lightson.dds
    blendfunc=blend
    emission=250 250 300 1
  }
}
shader_Lightson1~vf_emission
{
  shininess=16
  specular=1 1 1 1
  layer0
  {
    map=lightson1.tga
    blendfunc=blend
    emission=250 250 300 1
  }
}
shader_inton~vf_emission
{
  shininess=16
  specular=1 1 1 1
  layer0
  {
    map=int2li.tga
    blendfunc=blend
    emission=250 250 300 1
  }
}
shader_blackglass~vf_reflect
{
  cast_shadow=1
  reflect=0.2
  shininess=10
  specular=0.01 0.01 0.01 1
  tangents=0
  layer0
  {
    map=matte.tga
  }
  layer1
  {
   map=$trackenvmap
  }
}
shader_tv~vf_reflect
{
  cast_shadow=1
  reflect=0.06
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=0
  layer0
  {
    map=matte.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=matte.tga
  }
}
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_steera~vf_reflect_bump
{
  cast_shadow=1
  reflect=0.00
  shininess=10
  specular=0.1 0.1 0.1 1
  tangents=1
  layer0
  {
    map=E36_Salonas3.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=E36_Salonas3n.tga
  }
}
shader_steer~vf_bumpspeca
{
  cast_shadow=1     

  ambient=0.2 0.2 0.2 1  
  compression=0
  shininess=26
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=E36_Salonas3.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=E36_Salonas3n.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
  layer3
  {
    map=bmw_m3_e36_steeringwheel_specular.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_alcantaras~vf_standard
{
  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 
  layer0
  {
    map=E36_Salonas5.tga
  }
}
shader_alcantara~vf_bump
{
  cast_shadow=0     
  reflect=0.001  
  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=E36_Salonas5.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=E36_Salonas5n.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_oranges~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=or.tga
  }
}
shader_orange~vf_standard
{
  cast_shadow=0
  ;sort_offset=5
  reflect=1
  shininess=16
  specular=0 0 0 0
  layer0
  {
    map=or.tga
    blendfunc=blend
  }
  layer1
  {
    map=$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_s~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=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_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=0.02
  shininess=10
  specular=0.01 0.01 0.01 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_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_padanga~vf_bumpspeca
{
  cast_shadow=1
  shininess=24
  specular=0.02 0.02 0.02 1
  tangents=1
  layer0
  {
    map=EMzone_Padanga.tga
  }
  layer1
  {
    compression=0
    mode=linear
    map=EMzone_Padangan.tga
  }
}