; Vertex/fragment shader templates
;
{
  ; 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_bump
{
  cast_shadow=1
  tangents=1
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_reflect
{
  ; Just reflection
  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_reflect_bump
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}
vf_detail_bump
{ 
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    ;file=cg/dyn_standard_bump_detail_v.cg
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    ;file=cg/dyn_standard_bump_detail_f.cg
    file=dyn_standard_reflect_f.cg
  }
}
shader_karoseria~vf_reflect
{
  cast_shadow=1
  reflect=0.1
  diffuse=0 0.07 0.3 1
  ambient=0 0 0 1
  specular=0 0.07 0.3 1
  shininess=14
  mipmap_bias=6
  fresnel
  {
    bias=0.06
    scale=0.98
    power=2
  }
  layer0
  {
    map=karoseria.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_fm_bmw_e39_m5~vf_reflect
{
   cast_shadow=1
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=fm_bmw_e39_m5.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_sg_chrome_nr0~vf_reflect
{
   cast_shadow=1
   motion_blur=1
   cull=none
   compression=0
   reflect=0.3
   shininess=15
   diffuse=.5 .5 .5
   ambient=1 1 1 1
   specular=0.25 0.23 0.18 1.00
   fresnel
   {
       bias=0.05
       power=2.0
       scale=1.0
   }
   layer0
   {
       map=sg_chrome_nr0.tga
   }
   layer1
   {
       map=$trackenvmap
   }
}
shader_szyby~vf_glass

{
sort_offset=1
reflect=0.9
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=szyby.tga
  shininess=753
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_fm_interiora~vf_glass

{
sort_offset=1
reflect=0.9
diffuse=1 1 1
ambient=1 1 1
layer0
{
  map=fm_interiora.tga
  shininess=20
  blendfunc=blend
 }
 layer1
  {
   map=$trackenvmap
   }
}
shader_fm_lempos~vf_reflect
{
cast_shadow=0
;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
map=fm_lempos.tga
shininess=500
blendfunc=blend
specular=0.0 0.0 0.0 1.0
depthwrite=0
}
layer1
{
 map=$trackenvmap
 depthwrite=0
}
}
shader_vehiclelights~vf_standard
{
layer0
{
map=vehiclelights.tga
}
}
shader_mirror
{
layer0
{
map=$mirror
texscale_s=1
texscale_r=1
texscale_t=1
diffuse=0.015 0.015 0.015 1
ambient=0.015 0.015 0.015 1
}
} 
shader_fm_dugnas~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fm_dugnas.tga
  }
}
shader_fm_body~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fm_body.tga
  }
}
shader_fm_interior0~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fm_interior0.tga
  }
}
shader_czarne~vf_standard
{
  layer0
  {
    map=czarne.tga
  }
}
shader_sg_langai~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=sg_langai.tga
  }
}
shader_fm_remai~vf_standard
{
  cast_shadow=1
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=fm_remai.tga
  }
}
shader_fm_sd~vf_standard
{
  layer0
  {
    map=fm_sd.tga
  }
}
shader_fm_ps~vf_standard
{
  layer0
  {
    map=fm_ps.tga
  }
}
shader_czerwone~vf_standard
{
  layer0
  {
    map=czerwone.tga
  }
}
shader_fm_pc~vf_standard
{
  layer0
  {
    map=fm_pc.tga
  }
}
shader_ramka~vf_standard
{
  layer0
  {
    map=ramka.tga
  }
}
shader_rej~vf_standard
{
  layer0
  {
    map=rej.tga
  }
}
shader_vehiclelights_on~vf_standard
{
sort_offset=1
 layer0
 {
map=vehiclelights_on.tga
   emission=170 170 170 1
   shininess=0
   specular=0 0 0 1
 }
}
shader_inter_on~vf_standard
{
sort_offset=1
 layer0
 {
map=vehiclelights_on.tga
   emission=70 70 70 1
   shininess=0
   specular=0 0 0 1
 }
}
shader_kierunek2~vf_standard
{
 sort_offset=1
 layer0
  {
    map=kierunek2.tga
    blendfunc=add
    ;texenv=replace
    emission=30 30 30 2
  }
}