; 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_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_window
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}

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

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

vf_bump
{ 
  ; Texture+bumpmap
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}

shader_body~vf_reflect
{
	cast_shadow=1
	cull=none
	compression=0
  	reflect=0.7
	ambient=0.6 0.6 0.6
	diffuse=0.6 0.6 0.6
  	specular=0 0 0 1
  	shininess=24
	layer0
	{
		map=body.tga                
	}
  	layer1
  	{
		map=$trackenvmap
  	}	
}

shader_farois~vf_reflect
{
	cast_shadow=1
	;cull=none
	compression=0
  	reflect=0.5
	ambient=0.6 0.6 0.6
	diffuse=0.6 0.6 0.6
  	specular=0 0 0 1
  	shininess=24
	layer0
	{
		map=farois.tga                
	}
  	layer1
  	{
		map=$trackenvmap
  	}	
}

shader_lol~vf_reflect
{
	cast_shadow=1
	;cull=none
	compression=0
  	reflect=0.4
	ambient=0.6 0.6 0.6
	diffuse=0.6 0.6 0.6
  	specular=0 0 0 1
  	shininess=24
	layer0
	{
		map=lol.tga                
	}
  	layer1
  	{
		map=$trackenvmap
  	}	
}

shader_chrome~vf_chrome
{
     cull=none
     cast_shadow=1
	compression=0
  	reflect=1.0
  	specular=1.0 1.0 1.0 
  	shininess=15
	layer0
	{
		map=chrome.tga
                
	}
  	layer1
  	{
		map=$trackenvmap
  	}	
}

shader_escape~vf_chrome
{
     cull=none
     cast_shadow=1
	compression=0
  	reflect=1.0
  	specular=1.0 1.0 1.0 
  	shininess=15
	layer0
	{
		map=escape.tga
                
	}
  	layer1
  	{
		map=$trackenvmap
  	}	
}

shader_mirror~vf_standard
{	
  diffuse=0.1 0.1 0.1
  layer0
   {
     map=$mirror
   }
}

shader_details~vf_reflect
{
  cast_shadow=1
  sort_offset=-1
  compression=0
  reflect=0.5
  specular=0 0 0 
  shininess=35
  layer0
  {
    map=details.tga
    blendfunc=blend
  }
  layer1
  {
	map=$trackenvmap
  }
}

shader_brakes~vf_reflect
{
  cast_shadow=1
  sort_offset=-3
  compression=0
  reflect=0.5
  specular=0 0 0 
  shininess=35
  layer0
  {
    map=brakes.tga
    blendfunc=blend
	depthwrite=0
	emission=17 17 17 1
  }
  layer1
  {
	map=$trackenvmap
  }
}

shader_lights1~vf_reflect
{
  cast_shadow=1
  sort_offset=-2
  compression=0
  reflect=0.5
  specular=0 0 0 
  shininess=35
  layer0
  {
    map=lights1.tga
    blendfunc=blend
	depthwrite=0
	emission=10 10 10 1
  }
  layer1
  {
	map=$trackenvmap
  }
}

shader_lights2~vf_reflect
{
  cast_shadow=1
  sort_offset=-2
  compression=0
  reflect=0.3
  specular=0 0 0 
  shininess=35
  layer0
  {
    map=lights2.tga
	blendfunc=blend
	depthwrite=0
	emission=10 10 10 1
  }
  layer1
  {
	map=$trackenvmap
  }
}

shader_lights3~vf_standard
{
  cast_shadow=0
  sort_offset=-1
  layer0
  {
    map=lights3.tga
	blendfunc=blend
	emission=10 10 10 1
  }
}

shader_volante~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=volante.tga
  }
}

shader_textura~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=textura.tga
  }
}

shader_interior_lod0~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=interior_lod0.tga
  }
}

shader_maledriver~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=maledriver.tga
  }
}

shader_plate~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=plate.tga
  }
}

shader_cinza2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=cinza2.tga
  }
}

shader_texture~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=texture.tga
  }
}

shader_intex1~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=intex1.tga
  }
}

shader_intex2~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=intex2.tga
  }
}

shader_color~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=color.tga
  }
}

shader_cinza~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=cinza.tga
  }
}

shader_matte~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=matte.tga
  }
}

shader_brake_pad~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=brake_pad.tga
  }
}

shader_baer~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=baer.tga
  }
}

shader_vidros~vf_reflect
{
  cull=none
  sort_offset=1
  reflect=0.4
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  layer0
  {
    map=windows.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}

shader_pneujc~vf_bump
{
	cast_shadow=1
	tangents=1
	ambient=0.5 0.5 0.5
	diffuse=1.0 1.0 1.0
	specular=0.1 0.1 0.1
	shininess=24
	;cull=none
	layer0
	{
		map=pneujc.tga
	}
	layer1
	{
		map=pneujc_b.tga
    		mode=linear
	;subtle bump texture
	}
}