; 2005 Ferrari F430 by Sam Jigga, based upon MrWhippy's BMW M3 Shader.

vf_reflect
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}

vf_reflect_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_carpaint
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_carpaint_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}

vf_spoke
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_wheel_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}

vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
  fresnel
  {
    bias=0.2
    scale=0.8
    power=3.0
  }
}

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

vf_bump
{
      tangents=1
	vertex_shader
	{
		file=dyn_standard_bump_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_bump_f.cg
	}
}

vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}

vf_chrome~vf_reflect
{  
  fresnel
  {
    bias=0.9
    scale=0.1
    power=1.0
  }
}

shader_bodytex_m~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.6
  diffuse=0.6 0.6 0.6
  ambient=0.6 0.6 0.6
  specular=0 0 0 1
  shininess=27
  layer0
  {
    ; Change main body color here by uncommenting the color of choice
;     map=bodytex_t.tga
;     map=bodytex_r.tga
;     map=bodytex_k.tga
;     map=bodytex_m2.tga
     map=bodytex_m.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_mlenkrad~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.1
  diffuse=0.3 0.3 0.3
  ambient=0.3 0.3 0.3
  specular=0 0 0 1
  shininess=27
  layer0
  {
    map=mlenkrad.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_schw_mtrl~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.3
  diffuse=0.5 0.5 0.5
  ambient=0.5 0.5 0.5
  specular=0 0 0 1
  shininess=27
  layer0
  {
    map=schw_mtrl.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_macces~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.3
  diffuse=0.5 0.5 0.5
  ambient=0.5 0.5 0.5
  specular=0 0 0 1
  shininess=27
  layer0
  {
    map=macces.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_spiegel~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.1
  specular=0 0 0 1
  shininess=27
  layer0
  {
    map=spiegel.tga
  diffuse=0.3 0.3 0.3
  ambient=0.3 0.3 0.3
  }
}

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
   }
}

shader_mchrom~vf_chrome
{
  cast_shadow=1
  compression=0
  reflect=1
  specular=1 1 1
  shininess=15
  layer0
  {
    map=mchrom.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_white~vf_chrome
{
  cast_shadow=1
  compression=0
  reflect=1
  specular=1 1 1
  shininess=15
  layer0
  {
    map=white.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

shader_mgitter~vf_standard
{
  layer0
  {
    map=mgitter.tga
    ; Map has transparency so enable blending
    alpha_to_coverage=1
    alphafunc=gequal 128
    ; Real blending
    ;blendfunc=blend
    ;depthwrite=0
  }
}

shader_hlm~vf_reflect
{
  sort_offset=1
  reflect=0.5
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  layer0
  {
    map=hlm.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}

shader_mglass~vf_reflect
{
  sort_offset=1
  reflect=0.5
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  layer0
  {
    map=mglass.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}

shader_maske~vf_standard
{
cast_shadow=1
  layer0
  {
    map=maske.tga
  }
}

shader_alfemblem~vf_standard
{
cast_shadow=1
  layer0
  {
    map=alfemblem.tga
  }
}

shader_blinker_v~vf_reflect
{
  sort_offset=1
  reflect=0.5
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  layer0
  {
    map=blinker_v.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}

shader_instr_m~vf_standard
{
cast_shadow=1
  layer0
  {
    map=instr_m.tga
  }
}

shader_bl~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=mbrakelight.tga
    diffuse=1.0 1.0 1.0
    ambient=1.0 1.0 1.0
    emission=90 90 90 1
  }
}

shader_trv2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=trv2.tga
  }
}

shader_leder2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=leder2.tga
    shininess=0
    specular=0 0 0 0
    ;emission=1. 0 0 0
    
  }
}

shader_mschwarz~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=mschwarz.tga
    shininess=0
    specular=0 0 0 0
    emission=.0. .0. .0. .0.
    
  }
}

shader_rad~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=rad.tga
    shininess=30
    specular=0 0 0 0
    ;emission=.5. .5. .5. .5.
    
  }
}

shader_brakelight_m~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=brakelight_m.tga
    shininess=128
    specular=0 0 0 0
    emission=.9 .0 .0 .9
    
  }
}

shader_platte_m~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=platte_m_alfanut.tga
    shininess=0
    specular=0 0 0 0
    ;emission=.5. .5. .5. .5.
    
  }
}

shader_bremsl~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=bremsl_m.tga
    shininess=128
    specular=0.1 0.1 0.1 1
    emission=50. 50. 50. 1.
    
  }
}

shader_tacho~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=tacho.tga
    shininess=128
    specular=0.1 0.1 0.1 1
    emission=3. 3. 3. 1.
    
  }
}

shader_rtacho~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=rtacho.tga
    shininess=128
    specular=0.1 0.1 0.1 1
    emission=3. 3. 3. 1.
    
  }
}