;
; Mercedes CLK DTM shaders
; Around 2003 the original, now for v0.9
;
; Cg shaders
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_reflect
{
  ; Uses the first layer's texture alpha to control reflectiveness
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_window
{
  ; Doesn't cap reflectiveness based on the first layer's texture alpha like vf_reflect does
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

;
; Racer shaders (materials)
;
shader_clk01~vf_reflect
{
  ; Body
  ;cull=none
  cast_shadow=1
  reflect=0.2
  ;specular=1 1 1
  layer0
  {
    map=clk01.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_clk02~vf_reflect_window
{
  ; Windows
  cast_shadow=1
  cull=none
  reflect=2.0
  specular=2 2 2
  shininess=30
  ;emission=0.5 0.5 0.5
  layer0
  {
    map=clk02.tga
    blendfunc=blend
    ;emission=.5 .5 .5 1
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_int~vf_standard
{
cast_shadow=1
  layer0
  {    
    map=int.tga
  }
}

shader_driver~vf_standard
{
cast_shadow=1
  layer0
  {    
    map=driver.tga
  }
}
shader_clkwheel~vf_reflect
{
cast_shadow=1
  reflect=0.5
  layer0
  {    
    map=clkwheel.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_brakes~vf_standard
{
cast_shadow=1
  layer0
  {
    map=brakes.tga
  }
}
shader_shadow~vf_standard
{
cast_shadow=1
  layer0
  {
    map=shadow.tga
  }
}
shader_carbonfiber~vf_standard
{
cast_shadow=1
  layer0
  {    
    map=carbonfiber.tga
  }
}
