vf_bump
{
  ; Texture+bumpmap+reflection map
  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
  }
}
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}
vf_reflect_bump
{
  ; Texture+bumpmap+reflection map
  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
  }
}
vf_speckle
{
  vertex_shader
  {
    file=speckle_v.cg
  }
  fragment_shader
  {
    file=speckle_f.cg
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_lumieres
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_hlight_f.cg
  }
}
shader_par_brise~vf_reflect
{
  sort_offset=1
  reflect=1
  diffuse=0.92 0.77 2.270
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_couleur~vf_speckle
{
  compression=0
  reflect=0.5
  cull=none
  specular=0.2 0.095 0.05 1
  ambient=0.01 0 0 1
  diffuse=0.015 0.0025 0 1
  shininess=35
  tangents=1
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=textures/b2.dds
  }
  layer1
  {
    map=textures/b2_bump.dds
    mode=linear
  }
  layer2
  {
    map=textures/noise.tga
    mipmap_lod_bias=-1
  }
  layer3
  {
    map=$trackenvmap
  }
}
shader_glasse_ph~vf_reflect
{
  diffuse=0 0 0 0
  sort_offset=1
  reflect=0.6
  layer0
  {
    map=textures/glasse.tga
    blendfunc=blend
    ;blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_vitres_int~vf_reflect
{
  reflect=0
  layer0
  {
    map=textures/vitres.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_glasse_feux~vf_reflect
{
  sort_offset=1
  reflect=0.10
  layer0
  {
    map=textures/exterieur.dds
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_feux~vf_reflect
{
  reflect=0.3
  layer0
  {
    map=textures/exterieur.dds
    ;blendfunc=blend
  }
}
shader_default~vf_standard
{
  layer0
  {
    map=textures/chrome2.jpg
  }
}
shader_monog~vf_standard
{
  diffuse=0.50 0.48 0.52
  ambient=0.50 0.48 0.52
  layer0
  {
    map=textures/chrome2.jpg
    specular=0.4 0.4 0.4
    shininess=15
  }
}
shader_exterieur~vf_standard
{
  layer0
  {
    map=textures/exterieur.dds
  }
}
shader_phare_phase1~vf_reflect
{
  compression=0
  reflect=1
  specular=0.7 0.7 0.7
  ;emission=0 0 0
  ;ambient=0.7 0.7 0.7
  shininess=20
  tangents=1
  cull=none
  layer0
  {
    map=textures/exterieur.dds
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; ;Reflection cubemap
    map=$trackenvmap
  }
}
shader_chassis~vf_standard
{
  layer0
  {
    map=textures/chrome2.jpg
  }
}
shader_retro~vf_standard
{
  ambient=0.1 0.1 0.1
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
  }
}
shader_noir~vf_standard
{
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  cull=none
  layer0
  {
    map=textures/chrome2.jpg
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_pc~vf_standard
{
  ambient=0.1 0.1 0.1
  diffuse=0.1 0.1 0.1
  cull=none
  layer0
  {
    map=textures/chrome2.jpg
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_chrome~vf_standard
{
  cull=none
  layer0
  {
    map=textures/chrome.jpg
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_tissu_fd~vf_standard
{
  cull=none
  layer0
  {
    map=textures/tissu_2.dds
    specular=0.2 0.2 0.2
    shininess=20
  }
}
shader_tire~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=122
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/pneu.tga
  }
  layer1
  {
    map=textures/pneu512_bump.tga
    mode=linear
  }
}
shader_pneu~vf_bump
{
  reflect=0
  specular=0.3 0.3 0.3
  shininess=122
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/pneu512.tga
  }
  layer1
  {
    map=textures/pneu_bump.tga
    mode=linear
  }
}
shader_noir_jantes_mat~vf_standard
{
  cull=none
  layer0
  {
    map=textures/exterieur.dds
    shininess=20
    specular=0.3 0.3 0.3
  }
}
shader_interieur~vf_bump
{
  reflect=0
  specular=0.1 0.1 0.1
  shininess=120
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/interieur.dds
  }
  layer1
  {
    map=textures/interieur_bump.dds
    mode=linear
  }
}
shader_plastique_3~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastique3.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
  }
}
shader_plastiques_int~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastique.dds
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
  }
}
shader_plastique_2~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastique 2.tga
  }
  layer1
  {
    map=textures/plastique2_bump.tga
    mode=linear
  }
}
shader_plastique3~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastique3.tga
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
  }
}
shader_plastique_4~vf_bump
{
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/plastique_4.tga
  }
  layer1
  {
    map=textures/plastique_4_bump.tga
    mode=linear
  }
}
shader_glasse_phare~vf_reflect
{
  diffuse=0 0 0 0
  sort_offset=1
  reflect=0.6
  layer0
  {
    map=textures/glasse.tga
    blendfunc=blend
    ;blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_1~vf_reflect
{
  ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
  ;temporarily using chrome shader - no fresnel
  sort_offset=1
  ;sort offset needed, otherwise glass hides lit headlamp models..
  reflect=0.5
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  ;cull=none
  layer0
  {
    map=textures/vitres_2.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_vitres~vf_reflect
{
  sort_offset=1
  reflect=1
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_glasse~vf_reflect
{
  ;was using dyn_reflect_window.cg - shader is buggy ATM (Racer 088)
  ;temporarily using chrome shader - no fresnel
  sort_offset=1
  ;sort offset needed, otherwise glass hides lit headlamp models..
  reflect=1.0
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  ;cull=none
  layer0
  {
    map=textures/vitres_2.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_lunette~vf_reflect
{
  sort_offset=1
  reflect=1
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  layer0
  {
    map=textures/vitres.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0 
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}
shader_phares~vf_reflect
{
  compression=0
  reflect=0.5
  specular=0.7 0.7 0.7
  emission=0 0 0
  ;ambient=0.7 0.7 0.7
  shininess=2
  tangents=1
  cull=none
  layer0
  {
    map=textures/exterieur.dds
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; ;Reflection cubemap
    map=$trackenvmap
  }
}
shader_poignes~vf_speckle
{
  compression=0
  reflect=0.5
  specular=0.37 0.41 0.31
  ambient=0.08 0.00 0.00  ;(ombre)
  diffuse=0.31 0.01 0.00  ;(lumiere)
  ; Need tangents passed while rendering
  tangents=1
  cull=none
  layer0
  {
    map=textures/b2.dds
    ;blend=src_alpha one_minus_src_alpha
  }
  layer1
  {
    ; ;Reflection cubemap
    map=$trackenvmap
  }
  layer2
  {
    map=textures/noise.tga
  }
}
shader_maledriver~vf_standard
{
  layer0
  {
    map=textures/maledriver.tga
  }
}
shader_cadran~vf_standard
{
  layer0
  {
    map=textures/compteurs.tga
  }
}
shader_matrice~vf_standard
{
  ambient=1 1 1
  layer0
  {
    map=textures/compteurs.tga
  }
}
shader_chrome_cpt~vf_speckle
{
  compression=0
  reflect=0
  cull=none
  specular=0.37 0.41 0.31
  ambient=0.15 0.15 0.15 ;(ombre)
  diffuse=0.89 0.88 0.92  ;(lumiere)
  shininess=100
  tangents=1
  fresnel
  {
    bias=0.2
    scale=0.2
    power=2
  }
  layer0
  {
    map=textures/chrome.jpg
  }
  layer1
  {
    map=textures/noise.tga
    mipmap_lod_bias=-0.5
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_fond_cpt~vf_standard
{
  layer0
  {
    map=textures/compteurs.tga
  }
}
shader_glasse_cpt~vf_standard
{
  sort_offset=1
  layer0
  {
    map=textures/glasse.tga
    blendfunc=blend
    depthwrite=0
  }
}
shader_ciel_toit~vf_standard
{
  layer0
  {
    map=textures/beige-haut.jpg
  }
}
shader_ext~vf_standard
{
  layer0
  {
    map=textures/beige-haut.jpg
  }
}
shader_bvm~vf_standard
{
  layer0
  {
    map=textures/interieur.dds
  }
}
shader_scala~vf_standard
{
  layer0
  {
    map=textures/exterieur.dds
  }
}
shader_freins
{
  motion_blur=0
  layer0
  {
    map=textures/exterieur.dds
    emission=0 0 0 1
    shininess=32
    specular=1 1 1 1
  }
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_heat_f.cg
  }
}
shader_cuir_2~vf_bump
{
  reflect=0
  compression=0
  specular=0.6 0.675 0.7 ;1.2 1.35 1.4
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/cuir 2.tga
  }
  layer1
  {
    map=textures/cuir 2_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_cuir_bv~vf_bump
{
  reflect=0
  specular=0.6 0.675 0.7 ;0.96 1.08 1.12
  compression=0
  shininess=50
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/cuirbv.jpg
  }
  layer1
  {
    map=textures/cuir 3_bump.tga
    mode=linear
    mipmap_lod_bias=-1
  }
}
shader_retroecl~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=4 4 4 0
  ambient=4 4 4 0
  emission=4 4 4 0
  layer0
  {
    map=textures/lum.tga
    blendfunc=blend
  }
}
shader_clim_retroecl~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=10 10 10 0
  ambient=10 10 10 0
  emission=10 10 10 0
  layer0
  {
    map=textures/interieur.dds
    blendfunc=blend
  }
}
shader_eclr~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=textures/exterieur.dds
    blendfunc=blend
  }
}
shader_lights1~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=textures/lights1.dds
    blendfunc=blend
  }
}
shader_lights2~vf_lumieres
{
  specular=1 1 1 1
  shininess=12
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=textures/lights1.dds
    blendfunc=blend
  }
}
shader_rev~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=textures/lights1.dds
    blendfunc=blend
  }
}
shader_stop~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 70 0
  ambient=70 70 70 0
  emission=70 70 70 0
  layer0
  {
    map=textures/lights1.dds
    blendfunc=blend
  }
}
shader_hallo~vf_lumieres
{
  shininess=12
  specular=1 1 1 1
  diffuse=70 70 85
  ambient=70 70 85
  emission=70 70 85
  layer0
  {
    map=textures/lights1.dds
    blendfunc=blend
  }
}
shader_degi~vf_standard
{
  cull=none
  layer0
  {
    map=textures/degivrage.tga
    blendfunc=blend
    texscale_s=28
    texscale_r=28
    texscale_t=28
    mipmap_lod_bias=-1
  }
}
shader_noir_brillant~vf_reflect
{
  reflect=0.15
  ambient=0.02 0.02 0.02
  diffuse=0.02 0.02 0.02
  specular=0.1 0.1 0.1
  shininess=45
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/chrome2.jpg
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_chrome_brillant~vf_reflect
{
  reflect=1
  ambient=0.10 0.10 0.10 1
  diffuse=0.40 0.40 0.40 1
  specular=0.6 0.6 0.6
  shininess=45
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/chrome.jpg
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_feux_brillant~vf_reflect
{
  reflect=1
  ambient=2 2 2 2
  diffuse=2 2 2 2
  specular=0.6 0.6 0.6
  shininess=45
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/exterieur.dds
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_chrome_satine~vf_reflect
{
  reflect=0.01
  ambient=0.60 0.60 0.60 1
  diffuse=1.15 1.15 1.15
  specular=1.25 1.25 1.25
  shininess=130
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/chrome.jpg
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_enjo
{
  reflect=0
  specular=0.2 0.2 0.2
  shininess=45
  motion_blur=0
  tangents=1
  layer0
  {
    map=textures/exterieur.dds
  }
}
shader_xitram~vf_bump
{
  reflect=0
  ambient=0.38 0.35 0.29 1
  diffuse=0.34 0.312 0.26 1
  specular=0.05 0.05 0.05
  shininess=20
  tangents=1
  motion_blur=0
  cull=none
  layer0
  {
    map=textures/xitram.dds
  }
  layer1
  {
    map=textures/xitram_bump.dds
    mode=linear
    mipmap_loadbias=-1
  }
}
shader_plastique_1~vf_bump
{
  ambient=0.38 0.35 0.29 1
  diffuse=0.34 0.312 0.26 1
  reflect=0
  specular=0.26 0.26 0.26
  shininess=50
  motion_blur=0
  tangents=1
  cull=none
  layer0
  {
    map=textures/plastique.dds
  }
  layer1
  {
    map=textures/plastique_bump.tga
    mode=linear
  }
}
shader_cuir_3~vf_bump
{
  reflect=0
  ambient=0.38 0.35 0.29 1
  diffuse=0.34 0.312 0.26 1
  specular=0.05 0.05 0.05
  shininess=20
  motion_blur=0
  tangents=1
  cull=none
  layer0
  {
    map=textures/tissu_2.dds
  }
  layer1
  {
    map=textures/tissu_2_bump.dds
    mode=linear
  }
}
shader_tissus~vf_bump
{
  reflect=0
  ambient=0.38 0.35 0.29 1
  diffuse=0.34 0.312 0.26 1
  specular=0.05 0.05 0.05
  shininess=20
  motion_blur=0
  tangents=1
  cull=none
  layer0
  {
    map=textures/tissu_2.dds
  }
  layer1
  {
    map=textures/tissu_2_bump.dds
    mode=linear
  }
}
shader_hp~vf_standard
{
  ambient=0.38 0.35 0.29 1
  diffuse=0.34 0.312 0.26 1
  layer0
  {
    map=textures/hp.dds
  }
}
shader_baguette_tbd~vf_standard
{
  ambient=0.05 0.047 0.04 1
  diffuse=0.05 0.047 0.04 1
  layer0
  {
    map=textures/chrome2.jpg
    specular=0.4 0.4 0.4
    shininess=15
  }
}
shader_moquette~vf_standard
{
  ambient=0.29 0.26 0.22 1
  diffuse=0.29 0.26 0.22 1
  layer0
  {
    map=textures/moquette.dds
  }
}
shader_cache~vf_standard
{
  layer0
  {
    map=textures/interieur.dds
    specular=0.4 0.4 0.4
    shininess=15
  }
}
shader_default_material~vf_standard
{
  layer0
  {
    map=textures/chrome2.jpg
    specular=0.4 0.4 0.4
    shininess=15
  }
}
shader_feux_ar_on~vf_standard
{
  layer0
  {
    map=textures/chrome2.jpg
    specular=0.4 0.4 0.4
    shininess=15
  }
}
shader_rouge~vf_standard
{
  ambient=1 0 0
  diffuse=1 0 0
  layer0
  {
    map=textures/vitres.tga
    blendfunc=blend
    specular=0 0 0
    shininess=15
  }
}
