;
; Vertex/fragment shader templates
;
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}

vf_reflect_spec
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_glass
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_chrome
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_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
  }
}

vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

vf_heat
{
;Brake disc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_brakeheat_f.cg
  }
}

vf_standard_spec
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

BLYSZCZACE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

shader_body~vf_reflect
{
  cast_shadow=0
  compression=0
  reflect=0.1
  shininess=16
  specular=0.02 0.02 0.02 1
  diffuse=1 1 1 1
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=body.dds
    mipmap=0
  }
}
shader_chrome~vf_reflect
{
  reflect=1.6
  shininess=40
  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
  }
}

MATOWE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

shader_nodamage~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=nodamage_lod0.tga
  }
}
shader_nodamg~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=nodamage_lod0.tga
  }
}
shader_czarne~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
shader_lights~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=lights_lod0.tga
  }
}
shader_frame~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bumper_frame.tga
  }
}
shader_under~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=undercarriage.tga
  }
}
shader_wykladzina~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=carpet_black.tga
  }
}
shader_plastikint~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastic_dash_.tga
  }
}
shader_interior~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_lod0~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_alkantara~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastic_dash_.tga
  }
}
shader_skora~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=leaher.tga
  }
}
shader_sufit~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=common_cloth_darkgrey_diffuse.tga
  }
}
shader_lights128~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_bord~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bord.tga
  }
}
shader_gauges~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=gauges.tga
  }
}
shader_lights11~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_lampylod0~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=lights_lod0.tga
  }
}
shader_engin~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=engine.tga
  }
}
shader_dno~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=plastic_dash_.tga
  }
}
shader_chasis~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=chassis.tga
  }
}
shader_mapa~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=mapka.tga
  }
}
shader_lajt~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=swiatlo.tga
  }
}
shader_ramka~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=ramka.tga
  }
}
shader_rej~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=rej.tga
  }
}
shader_mirror~vf_standard
{
  diffuse=.5 .5 .5
  layer0
    {
       map=$mirror
    }
}
shader_tarcza~vf_standard
{
 layer0 
 { 
  map=stabdziu_diskas.tga
 }
}
shader_czarne~vf_standard
{
 layer0 
 { 
  map=czarne.tga
 }
}
shader_inne~vf_standard
{
 layer0 
 { 
  map=czarne.tga
 }
}
shader_czerwone~vf_standard
{
 layer0 
 { 
  map=czerwone.tga
 }
}
PRZEZROCZYSTOSCI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

shader_szyby~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=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_napis~vf_reflect
{
 cast_shadow=0
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=brembo_logotipas.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_szyber~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=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_klojsz~vf_reflect
{
 cast_shadow=0
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=lights_glo.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_przyciski~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=0.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=buttons.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lod1~vf_reflect
{
 cast_shadow=0
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=0.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=buttons.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
FELGA STYLING 166;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

shader_bieznik~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bridgestonepro.tga
  }
}
shader_staf~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=stuff.tga
  }
}
shader_opona1~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bridgestone.tga
  }
}
shader_felga~vf_reflect
{
  cast_shadow=0
  compression=0
  reflect=0.1
  specular=1 1 1
  shininess=50
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=cinza2.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=fresnel.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
FELGA STYLING 127;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

shader_wheel~vf_reflect
{
  cast_shadow=0
  compression=0
  reflect=0.1
  specular=1 1 1
  shininess=50
  ; Need tangents passed while rendering
  tangents=1
  layer0
  {
    map=cinza2.tga
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; Bumpmap
    map=fresnel.tga
  }
  layer2
  {
    ; Reflection cubemap
    map=$trackenvmap
  }
}
shader_kolo1~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bridgestone.tga
  }
}
shader_kolo2~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=bridgestonepro.tga
  }
}
shader_znak~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=nodamage_lod0.tga
  }
}
shader_black~vf_standard
{
  cast_shadow=0
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
SWIATLA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

shader_dzienne1~vf_standard
{
	sort_offset=1
  layer0
  {
	map=vehiclelightson128.tga
    emission=150 150 150 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_dlugie~vf_standard
{
	sort_offset=1
  layer0
  {
	map=vehiclelightson128.tga
    emission=150 150 150 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_mgla~vf_standard
{
	sort_offset=1
  layer0
  {
	map=vehiclelightson128.tga
    emission=200 200 200 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_dzienne2~vf_standard
{
	sort_offset=1
  layer0
  {
	map=swiatloon.tga
    emission=150 150 150 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_rev~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lighton.tga
    emission=150 150 150 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_stop~vf_standard
{
	sort_offset=1
  layer0
  {
	map=swiatloon2.tga
    emission=200 200 200 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_3stop~vf_standard
{
	sort_offset=1
  layer0
  {
	map=vehiclelightson128.tga
    emission=200 200 200 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_kierunki~vf_standard
{
  layer0
  {
    map=kierunkowskaz.tga
    blendfunc=blend
    emission=512 128 0 0
  }
}
shader_signal_front_glow~vf_standard
{
	sort_offset=1
  layer0
  {
	map=signal_front_glo.tga
    emission=300 300 300 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_lights6~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lights6.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_bordon~vf_standard
{
	sort_offset=1
  layer0
  {
	map=bordon.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_podswietlenie1~vf_standard
{
	sort_offset=1
  layer0
  {
	map=podswietlenie2.tga
    emission=32 32 32 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}