vf_glass
{
  material=metal
  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_window2_f.cg
  }
  fresnel
  {
    bias=0.05
    scale=0.95
    power=5.0
  }
}
vf_reflect
{
  material=metal
  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=0.02
    scale=0.98
    power=5.0
  }
}
vf_standard
{
  material=metal
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}


shader_body~vf_reflect
{
  cast_shadow=1
  reflect=1
  layer0
  {
    map=body.tga
  }
 layer1
  {
    map=$trackenvmap
  }
}
shader_int~vf_reflect
{
  cast_shadow=1
  reflect=1
  layer0
  {
    map=int.tga
    mipmap=0
  }
 layer1
  {
    map=$trackenvmap
  }
}
shader_female01~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=female01.tga
  }
 layer1
  {
    map=$trackenvmap
  }
}
shader_steer~vf_reflect
{
  cast_shadow=1
  reflect=0.2
  layer0
  {
    map=steer.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_rim~vf_reflect
{
  cast_shadow=1
  reflect=1
  layer0
  {
    map=rim.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_glass~vf_glass
{
  sort_offset=1
  reflect=1
    shininess=128
    depthwrite=0
  diffuse=1 1 1 1
  ambient=1 1 1 1
  emission=0 0 0 1
  layer0
  {
    map=glass.tga
    blendfunc=blend
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_decal~vf_standard
{
  layer0
  {
    map=glass.tga
    blendfunc=blend
    ;alphafunc=gequal 150
    ;emission=.5. .5. .5. .5.
  }
}
shader_brlites~vf_standard
{
  diffuse=0 0 0
  ambient=0 0 0
  depth_write=0
  sort_offset=5
  layer0
  {
    map=glass.tga
    blendfunc=add
    emission=50. 50. 50. 5.
  }
}
shader_brakes~vf_standard
{
  layer0
  {
    map=brakes.tga
  }
}
shader_tread01~vf_standard
{
  layer0
  {
    map=tread01.tga
  }
}
shader_rpm~vf_standard
{
  layer0
  {
    map=rpm.tga
    ;blendfunc=add
    emission=9. 9. 9. 9.
  }
}
shader_mph~vf_standard
{
  layer0
  {
    map=mph.tga
    ;blendfunc=add
    emission=2. 2. 2. 2.
  }
}
shader_temp~vf_standard
{
  layer0
  {
    map=temp.tga
    ;blendfunc=add
    emission=2. 2. 2. 2.
  }
}

