; TutCar shaders by Boomer541 - March 11, 2006 - September 2008
;
;    blendfunc=one src_alpha

shader_body
{
  layer0
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
  }
 layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter
  }
 layer2
  {
    map=body.tga
    blendfunc=one src_alpha
    shininess=128
    specular=0.1 0.1 0.1 1
    mipmap=0
  }
  layer3
  {
    map=specular.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    blendfunc=src_color one
  }
}
shader_brakelight
{
  layer0
  {
    map=brakelight.tga
    texenv=replace
  }
}
shader_disc
{
  ; Brake disc
  layer0
  {
    map=rotor.tga
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
    alphafunc=greater 250
    blendfunc=blend
    depthwrite=1   ;0 try 1 if objects with alpha bleed thru
  }
  ; Brakedisc heat shader
  vertex_shader
  {
    ;file=cg/blob.cg
  }
  fragment_shader
  {
    file=cg/disc_heat.cg
  }
}
shader_disc1
{
  ; Brake disc
  layer0
  {
    map=brakedrum.tga
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  ; Brakedisc heat shader
  vertex_shader
  {
    ;file=cg/blob.cg
  }
  fragment_shader
  {
    file=cg/disc_heat.cg
  }
}
shader_glass
{
 layer0
  {
    map=glass.tga
    blendfunc=blend
    shininess=100
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=src_color one_minus_src_color
    depthwrite=0
  }
}
shader_helmet
{
  layer0
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
  }
 layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter
  }
 layer2
  {
    map=helmet.tga
    blendfunc=dst_alpha src_alpha
    mipmap=1
  }
}
; shader_mirror with mirror being the name of the mirror.tga
shader_mirror
{
  layer0
   {
    map=$mirror
    emission=1 1 1 1
  }
}
shader_tirentread
{
  layer0
  {
    map=tirentread.tga
  }
}
shader_sparcosuit
{
 layer0
  {
    map=sparcosuit.tga
    mipmap=0
  }
}
shader_wheel
{
 layer0
  {
    map=wheel.tga
    alphafunc=greater 50
    blendfunc=blend
    shininess=100
    depthwrite=1   ;0 try 1 if objects with alpha bleed thru
  }
  layer1
  {
    map=specular.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    blendfunc=src_color one
    depthwrite=0
  }
}
shader_misc
{
  layer0
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
  }
 layer1
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter
  }
 layer2
  {
    map=misc.tga
    blendfunc=dst_alpha src_alpha
    mipmap=0
  }
}
