vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    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_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
;SHADER DEFINITIONS
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    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_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}





shader_karoseria~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.2
  shininess=40
  specular=0.3 0.3 0.3 0
  diffuse=0.5 0.5 0.5 0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=karoseria.tga
    mipmap=0
  }
}
shader_szyby~vf_reflect
{
 ;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=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_chrome~vf_reflect
{
  reflect=1
  shininess=15
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=chrome.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_emzone_juoda~vf_standard
{
  layer0
  {
    map=EMzone_Juoda.tga
  }
}
shader_nodamage_lod0~vf_standard
{
  layer0
  {
    map=nodamage_lod0.tga
  }
}
shader_emzone_aliumas~vf_reflect
{
cast_shadow=1
compression=0
ambient=0.8 0.8 0.8
diffuse=0.1 0.1 0.1
specular=0.0 0.0 0.0 ; no specular for solid colours
shininess=16
reflect=1.0 ;max reflect, for chrome - bodge with modded dyn_reflect shader
sort_offset=1
compression=0
  layer0
  {
    map=EMzone_Aliumas.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_emzone_plasmase~vf_standard
{
  layer0
  {
    map=EMzone_plasmase.tga
  }
}
shader_undercarriage~vf_standard
{
  layer0
  {
    map=undercarriage.tga
  }
}
shader_lights_lod0~vf_standard
{
  layer0
  {
    map=lights_lod0.tga
  }
}
shader_vehiclelights128~vf_standard
{
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_interior_lod1~vf_standard
{
  layer0
  {
    map=interior_lod1.tga
  }
}
shader_leather3_nrm~vf_standard
{
  layer0
  {
    map=leather3_nrm.tga
  }
}
shader_interior_lod0~vf_standard
{
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_bumper_frame~vf_standard
{
  layer0
  {
    map=bumper_frame.tga
  }
}
shader_skydelis~vf_standard
{
  layer0
  {
    map=Skydelis.tga
  }
}
shader_emzone_stiklai~vf_standard
{
  layer0
  {
    map=EMzone_Stiklai.tga
  }
}
shader_E34_M5_ratas~vf_reflect
{
  compression=1
  reflect=0.1
  specular=1 1 1
  shininess=50
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=E34_M5_Ratas.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=fresnel.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_emzone_padanga~vf_standard
{
  layer0
  {
    map=EMzone_padanga.tga
  }
}
shader_emzone_stabdziu_diskas~vf_standard
{
  layer0
  {
    map=EMzone_Stabdziu_diskas.tga
  }
}
shader_kiera11~vf_standard
{
 layer0
 {
  map=em_salonas1.tga
 }
}
shader_czarne~vf_standard
{
 layer0
 {
  map=czarne.tga
 }
}
shader_lights_lod0on~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lights_lod0on.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_interior_lod0on~vf_standard
{
	sort_offset=1
  layer0
  {
	map=interior_lod0on.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_interior_lod1on~vf_standard
{
	sort_offset=1
  layer0
  {
	map=interior_lod1on.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_vehiclelights128on~vf_standard
{
 sort_offset=1
 layer0
  {
    map=vehiclelights128on.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_fog_front~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lights_lod01on.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_lewe~vf_standard
{
 sort_offset=1
 layer0
  {
    map=lewe.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_prawe~vf_standard
{
 sort_offset=1
 layer0
  {
    map=prawe.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_awaryjne~vf_standard
{
 sort_offset=1
 layer0
  {
    map=prawe.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_mgla~vf_standard
{
 sort_offset=1
 layer0
  {
    map=mgla.tga
    blendfunc=add
    ;texenv=replace
    emission=550 550 550 1
  }
}
shader_mirror~vf_standard
{    
  diffuse=0.1 0.1 0.1
  layer0
   {
     map=$mirror
;     texscale_s=1
;     texscale_r=1
;     texscale_t=1
;     emission=0.3 0.3 0.3 1
   }
}