; 2nd Creek track shaders by boomer541, January 30, 2006

; =============================================================================
; shader subtrees for later reference
; =============================================================================

; sun reflection off track made in Blender

; =============================================================================
; shaders below
; =============================================================================

shader_himmel_01
{
    sky=1
    fog=0
    cull=back
 layer0
  {
    map=himmel01.jpg
    depthfunc=always
    depthwrite=0
  }
}
shader_bboard_01
{
  cull=none
  layer0
  {
    mipmap=1
    map=bboard_01.tga
    alphafunc=gequal 50
    wrap_t=clamp_to_edge
  }
}
shader_bboard_02
{
  cull=none
;back
  layer0
  {
    mipmap=1
    map=bboard_02.tga
    alphafunc=gequal 150
    depthwrite=1
    wrap_t=clamp_to_edge
  }
}
shader_fence_01
{
      cull=none
	sort_offset=3
	layer0
	{
		map=fresnel.tga
		texgen_s=sphere_map
		texgen_t=sphere_map
		emission=1 1 1 1
	}
	layer1
	{
		map=$trackenvmap
		texgen_s=reflection_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		emission=0.5 0.5 0.5
		blendfunc=filter
		shininess=24
		specular=0.75 0.75 0.75
	}
	layer2
	{
		map=$tracksunmap
		texgen_s=sphere_map
		texgen_t=reflection_map
		texgen_r=reflection_map
		blendfunc=dst_color one 
		shininess=24
		specular=1 1 1 1
	}
	layer3
	{
		map=fence_01.tga
		blendfunc=one src_alpha
		shininess=24
		specular=0.15 0.15 0.15 0.15	
	}
}
shader_fence_02
{
  cull=none
  layer0
  {
    map=fence02.tga
    ;blendfunc=blend
    depthwrite=1
  }
}
shader_fence_03
{
  cull=none
  layer0
  {
    map=fence_03.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_curb_01
{
 layer0
  {
    map=curb_01.tga
    alphafunc=gequal 100
    ;texenv=replace
    ;emission=0.3 0.3 0.3
    mipmap=0
  }
}
shader_box_04
{
  layer0
  {
    mipmap=1
    map=box_04.tga
    depthwrite=1
  }
}
shader_box_01
{
  layer0
  {
    mipmap=1
    map=box_01.tga
    depthwrite=1
  }
}
shader_grada_01
{
  layer0
  {
    mipmap=1
    map=grada01.tga
    alphafunc=gequal 55
    depthwrite=1
    wrap_t=clamp_to_edge
  }
}
shader_grada_02
{
  layer0
  {
    mipmap=1
    map=grada02.tga
    alphafunc=gequal 55
    depthwrite=1
    wrap_t=clamp_to_edge
  }
}
shader_wall_01
{
  layer0
  {
    mipmap=1
    map=wall_01.tga
    depthwrite=1
  }
}
shader_GRASS_01
{
  layer0
  {
    map=GRASS_01.tga
    mipmap=1
  }
}
shader_GRASS_02
{
  layer0
  {
    map=GRASS_02.tga
    mipmap=1
  }
}
shader_box_05
{
  cull=none
  layer0
  {
    map=box_05.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_bk_01
{
    sky=1
    fog=0
    cull=back
 layer0
  {
    map=bk_01.tga
    depthfunc=always
    depthwrite=0
  }
}
shader_track_01
{
  layer0
  {
    mipmap=1  ; set=0 for non blured
    map=track_01.tga
  }
}
shader_track_02
{
  layer0
  {
    mipmap=1  ; set=0 for non blured
    map=track_02.tga
  }
}
shader_track_04
{
  layer0
  {
    mipmap=1  ; set=0 for non blured
    map=track_04.tga
  }
}
shader_track_05
{
  layer0
  {
    mipmap=1  ; set=0 for non blured
    map=track_05.tga
  }
}
shader_tree_01
{
  cull=none
  layer0
  {
    mipmap=1
    map=tree_01.tga
    alphafunc=gequal 150
    depthwrite=1
    wrap_t=clamp_to_edge
  }
}
shader_tree_02
{
  layer0
  {
    mipmap=1
    map=tree_02.tga
    alphafunc=gequal 150
    depthwrite=1
    wrap_t=clamp_to_edge
  }
}
shader_tree_04
{
  layer0
  {
    mipmap=1
    map=tree_04.tga
    alphafunc=gequal 150
    depthwrite=1
    wrap_t=clamp_to_edge
  }
}
