shader_badges
{
	layer0
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
	}
	layer1
	{
		map=badges.dds
		blendfunc=one src_alpha
		compression=0
		shininess=16
		specular=1.00 1.00 1.00
	}
}

shader_dash
{
	compression=0
	layer0
	{
		map=dash.dds
		shininess=2
		specular=0.50 0.50 0.50
	}
}

shader_glass
{
	compression=0
	sort_offset=1
	layer0
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		blendfunc=dst_alpha one
	}
	layer1
	{
		map=glass.dds
		blendfunc=blend
	}
}

shader_interior
{
	compression=0
	layer0
	{
		map=interior.dds
		shininess=2
		specular=0.50 0.50 0.50
	}
}

shader_lights
{
	compression=0
	layer0
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
	}
	layer1
	{
		map=lights.dds
		blendfunc=blend
		shininess=8
		specular=0.25 0.25 0.25
	}
}

shader_lightson
{
	compression=0
	sort_offset=1
	layer0
	{
		map=lightson.dds
		blendfunc=blend
		depthwrite=0
		emission=1.00 1.00 1.00
	}
}

shader_mirror
{
	cull=none
	layer0
	{
   		map=$mirror
    		texscale_s=1
    		texscale_r=1
    		texscale_t=1
	}
}

shader_remap_hummer
{
	layer0
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		shininess=8
		specular=0.10 0.10 0.10
	}
	layer1
	{
		map=remap_hummer.dds
		blendfunc=one src_alpha
		compression=0
		material=metal
		shininess=8
		specular=0.10 0.10 0.10
	}
}

shader_reverselight
{
	compression=0
	sort_offset=1
	layer0
	{
		map=reverselight.dds
		blendfunc=blend
		depthwrite=0
		emission=1.00 1.00 1.00
	}
}

shader_steeringwheel
{
	compression=0
	layer0
	{
		map=steeringwheel.dds
		shininess=8
		specular=0.50 0.50 0.50
	}
}

shader_tyre
{
	compression=0
	layer0
	{
		map=tyre.dds
		shininess=2
		specular=0.25 0.25 0.25
	}
}

shader_vehiclelights128
{
	compression=0
	material=metal
	layer0
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
	}
	layer1
	{
		map=vehiclelights128.dds
		blendfunc=blend
		shininess=8
		specular=0.25 0.25 0.25
	}
}

shader_wheel
{
	compression=0
	layer0
	{
		map=wheel.dds
		shininess=16
		specular=1.00 1.00 1.00
	}
}