; Formcar FV shaders by Boomer541 - February 17, 2006 - May 26, 2006
;
vf_reflect
{
 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
  }
  fresnel
  {
    bias=0.05
    scale=0.95
    power=3.0
  }
}
vf_chrome~vf_reflect
{  
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
;    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_glass
{
  vertex_shader
  {
    ;file=dyn_standard_bump_reflect_v.cg
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    ;file=dyn_standard_bump_reflect_f.cg
    file=dyn_standard_reflect_window_f.cg
  }
}
vf_standard_transparent
{
  ; Shader for transparent (blended) materials
  ; Use this 
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_transparent_f.cg
  }
}
; =============================================================================
; here there be shaders ...
; =============================================================================
; ~vf_reflect   ~vf_standard   ~vf_glass   ~vf_standard_transparent   
; ~vf_bumpspeca   ~vf_speca   ~vf_reflect_window   ~vf_heat
shader_body~vf_reflect
{
   cast_shadow=1
;    sort_offset=52
;    compression=0
    ambient=0.2 0.2 0.2
    shininess=1   ;80   ; adjust size of specular highlight
    specular=0.01 0.01 0.01   ; color of specular
    reflect=0.6   ;0.1   ;0.6   ;amount of reflectivity
    tangents=1  ; was in Lambo?
 layer0
  {
    map=body.tga
  }
  layer1
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
  }
} 

shader_chrome~vf_chrome
{
   cast_shadow=1
reflect=0.9 ;0.4
;diffuse=1.0 1.0 1.0
;ambient=0.7 0.7 0.7
shininess=15   ;64
specular=0.2 0.2 0.2 
;cull=none
layer0
{
  map=chrome.tga
  
 }
 layer1
   {
   map=$trackenvmap
   }
}
shader_grill~vf_standard_transparent
{
   cast_shadow=1
   sort_offset=1
  layer0
  {
    map=grill.tga
    alphafunc=gequal 150
    depthwrite=0
  }
}
shader_number~vf_standard_transparent
{
sort_offset=2
  layer0
  {
    map=number.tga
    alphafunc=greater 150
    depthwrite=0
    mipmap=1
  }
}
shader_glass~vf_glass
{
   cast_shadow=1
  sort_offset=1
  reflect=0.5
  layer0
    {
      map=glass.tga
      blendfunc=blend
    }
  layer1
    {
      map=$trackenvmap
    }
}
;shader_glass
;{
;sort_offset=3
; cull=none
; layer0
;  {
;    map=glass.tga
;    alphafunc=greater 254  ;variable must be greater than alpha value to make glass transparent
;    depthwrite=0
;  }
;  layer1
;  {
;    map=$trackenvmap
;    texgen_s=reflection_map
;    texgen_t=reflection_map
;    texgen_r=reflection_map
;    blendfunc=src_color one_minus_src_color
;    depthwrite=0
;  }
;  layer2
;  {
;    map=glass.tga
;    alphafunc=notequal 80   ;not= to alpha #(80)for color, = (80)no color, must have alphafunc
;    blendfunc=src_alpha one_minus_src_alpha
;    ambient=-0.1 -0.1 0.1 1   ; minus values give deeper color
;    depthwrite=0
;  }
;}
shader_tirentread~vf_standard
{
   cast_shadow=1
 layer0
  {
    map=tirentread.tga
  }
}
shader_grey~vf_standard
{
   cast_shadow=1
  layer0
  {
    map=grey.tga
;    depthwrite=1
  }
}
shader_helmet~vf_standard
{
   cast_shadow=1
  layer0
  {
    map=helmet.tga
  }
}
shader_inside~vf_standard
{
   cast_shadow=1
 layer0
  {
    map=inside.tga
  }
}
shader_dash~vf_standard
{
   cast_shadow=1
 layer0
  {
    map=dash.tga
  }
}
shader_hull~vf_standard
{
   cast_shadow=1
 layer0
  {
    map=grey.tga
  }
}
;shader_mirror with mirror being the name of the mirror.tga
shader_mirror~vf_standard
{
   cast_shadow=1
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
;    emission=1 1 1 1
  }
}
shader_sparcosuit~vf_standard
{
   cast_shadow=1
 layer0
  {
    map=sparcosuit.tga
  }
}
shader_vw_wheel~vf_standard
{
   cast_shadow=1
 layer0
  {
    map=vw_wheel.tga
  }
}
shader_misc~vf_standard
{
   cast_shadow=1
 layer0
  {
    map=misc.tga
  }
}
