;
; 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
  }
}

shader_karoseria~vf_reflect
{
	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=karoseria.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_srebrne~vf_reflect
{
  reflect=0.7
  shininess=120
  diffuse=0.1 0.1 0.1 1
  specular=1 1 1 1
  ambient=1 1 1 1
  mipmap_bias=4
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
  layer0
  {
    map=srebrne.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_nodamage~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=nodamage.tga
  }
}
shader_black~vf_standard
{
  layer0
  {
    map=black.tga
  }
}
shader_lights~vf_standard
{
  layer0
  {
    map=lights.tga
  }
}
shader_undercarriage~vf_standard
{
  layer0
  {
    map=undercarriage.tga
  }
}
shader_interior_lod0~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=interior_lod0.tga
  }
}
shader_vehiclelights128~vf_standard
{
  layer0
  {
    map=vehiclelights128.tga
  }
}
shader_ramka~vf_standard
{
  layer0
  {
    map=ramka.tga
  }
}
shader_rej~vf_standard
{
  layer0
  {
    map=rej.tga
  }
}
shader_mirror~vf_standard
{
  layer0
    {
       map=$mirror
       texscale_s=1
       texscale_r=1
       texscale_t=1
       emission=0.1 0.1 0.1 0.1
    }
}
shader_grille1~vf_standard
{
  layer0
  {
    map=grille1.tga
  }
}
shader_leather_dasch~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=leather_dasch.tga
  }
}
shader_leather~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=leather.tga
  }
}
shader_reflection~vf_standard
{
  layer0
  {
    map=reflection.tga
  }
}
shader_wheel~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=wheel.tga
  }
}
shader_szyby~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=szyby.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_lights2~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=lights2.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_czarne~vf_standard
{
  compression=0
  shininess=10
  specular=0.02 0.02 0.02 1 
  layer0
  {
    map=czarne.tga
  }
}
shader_tarcza~vf_standard
{
 layer0 
 { 
  map=stabdziu_diskas.tga
 }
}
shader_czarne~vf_standard
{
 layer0 
 { 
  map=czarne.tga
 }
}
shader_inne~vf_standard
{
 layer0 
 { 
  map=czarne.tga
 }
}
shader_czerwone~vf_standard
{
 layer0 
 { 
  map=czerwone.tga
 }
}
shader_napis~vf_reflect
{
 ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
;temporarily using chrome shader - no fresnel
sort_offset=1
;sort offset needed, otherwise glass hides lit headlamp models..
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=1.0 1.0 1.0
;cull=none
layer0
{
 map=brembo_logotipas.tga
 shininess=20
 blendfunc=blend
 specular=0.0 0.0 0.0 1.0 
 depthwrite=0
}
 layer1
 {
  map=$trackenvmap
  depthwrite=0
 }
}
shader_vehiclelightson128~vf_standard
{
	sort_offset=1
  layer0
  {
	map=vehiclelightson128.tga
    emission=150 150 150 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_brakes~vf_standard
{
	sort_offset=1
  layer0
  {
	map=vehiclelightson128.tga
    emission=600 600 600 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_lights3~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lights3.tga
    emission=70 700 70 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_lewy_kierun~vf_standard
{
	sort_offset=1
  layer0
  {
	map=lewy_kierun.tga
    emission=200 200 200 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_prawy_kierun~vf_standard
{
	sort_offset=1
  layer0
  {
	map=prawy_kierun.tga
    emission=200 200 200 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_rev~vf_standard
{
	sort_offset=1
  layer0
  {
	map=biale.tga
    emission=150 150 150 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}
shader_kierunint~vf_standard
{
	sort_offset=1
  layer0
  {
	map=kierunint.tga
    emission=75 75 75 1
    shininess=0
    specular=0 0 0 1
    blendfunc=blend
  }
}