F; final January 6, 2009
;
; Imp shaders
;
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
  }
}
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
  vertex_shader 
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_transparent_f.cg
  }
}

;
; Racer shaders
;
shader_brushedmetal~vf_standard
{
  layer0
  {
    map=brushedmetal.jpg
;    emission=0.01 0.01 0.01 1
;    depthwrite=1 
  }
}
shader_dash~vf_standard
{
sort_offset=5
cull=none
 layer0
  {
   map=dash.tga
   alphafunc=gequal 150
;   emission=0.05 0.05 0.05 1
   mipmap=1   ;0
   texenv=replace
   depthwrite=0
   wrap_t=clamp_to_edge
   shininess=0
  }
}
shader_imp~vf_reflect
{
    sort_offset=52
    compression=0
    shininess=5   ;80   ; adjust size of specular highlight
    specular=0.5 0.5 0.5   ; color of specular
    reflect=0.1   ;0.6   ;amount of reflectivity
    tangents=1  ; was in Lambo?
  layer0
  {
    map=imp.jpg
    ambient=0.2 0.2 0.2
  }
  layer1
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
  }
} 
shader_imp1~vf_reflect
{
    sort_offset=53
    compression=0
    shininess=5   ;80   ; adjust size of specular highlight
    specular=0.5 0.5 0.5   ; color of specular
    reflect=0.1   ;0.6   ;amount of reflectivity
    tangents=1  ; was in Lambo?
  layer0
  {
    map=imp1.jpg
    ambient=0.2 0.2 0.2
  }
  layer1
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
  }
} 
shader_chrom~vf_reflect
{
    sort_offset=54
    compression=0
    shininess=5   ;80   ; adjust size of specular highlight
    specular=0.5 0.5 0.5   ; color of specular
    reflect=0.6   ;amount of reflectivity
    tangents=1  ; was in Lambo?
  layer0
  {
    map=chrom.jpg
    ambient=0.3 0.3 0.3
  }
  layer1
  {
    map=gradient.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
  }
  layer2
  {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
  }
} 
shader_glass~vf_glass
{
  sort_offset=1
  reflect=0.2   ;0.8
  layer0
    {
      map=glass.tga
      blendfunc=blend
    }
  layer1
    {
      map=$trackenvmap
    }
}
;shader_glass
;{
;sort_offset=3
;; cull=none
; layer0
;  {
;    map=glass.tga
;    alphafunc=greater 254  ;# must be greater than alpha # to make glass transparent
;    blendfunc=blend
;    depthwrite=1   ; might need = 1 if objects with alpha bleed thru glass
;    shininess=0
;  }
;  layer1
;  {
;    map=$trackenvmap
;    texgen_s=reflection_map
;    texgen_t=reflection_map
;    texgen_r=reflection_map
;    blendfunc=src_color one_minus_src_color
;    depthwrite=0
;    shininess=0
;  }
;  layer2
;  {
;    map=glass.tga
;    alphafunc=notequal 80  ;notequal 80 for color, 143 for no color, must use alphafunc
;    blendfunc=src_alpha one_minus_src_alpha
;    ambient=0 0 0.05 1   ; minus values give deeper color - sequence rgb
;    depthwrite=0
;    shininess=0
;  }
;}
shader_flare~vf_standard
{
  emission=1 1 1 1
  layer0
    {
;      blendfunc=blend
      map=flare.tga
      specular=0.15 0.15 0.15 1
      mipmap=1   ;0
      shininess=0
   }
}
;shader_mirror with mirror being the name of the mirror.tga
shader_mirror~vf_standard
;shader_mirror
{
;  sort_offset=-99
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
;    emission=1 1 1 1
  }
}
shader_bottom~vf_standard
{
 layer0
 {
 map=bottom.jpg
 shininess=32
 }
}
shader_h_light~vf_standard
{
 cull=none
  layer0
  {
    map=h_light.jpg
    shininess=0
  }
}
shader_hull~vf_standard
{
 layer0
 {
 map=imp.jpg
 shininess=32
 }
}
shader_int~vf_standard
{
 layer0
 {
 map=int.jpg
 shininess=32
 }
}
shader_leather~vf_standard
{
 layer0
 {
 map=leather.jpg
 shininess=32
 }
}
shader_susp~vf_standard
{
  layer0
  {
    map=susp.tga
    blendfunc=blend
    shininess=0
  }
}
shader_signs~vf_standard
{
 cull=none
  layer0
  {
    map=signs.jpg
    shininess=0
  }
}
shader_screw~vf_standard
{
 layer0
 {
 map=screw.jpg
 shininess=32
 }
}
shader_t_lite~vf_standard
{
  layer0
    {
      map=t_lite.jpg
;      emission=0.6 0.6 0.6 1
      emission=10 10 10 1
      mipmap=1   ;0
   }
}
shader_n_brk_lite~vf_standard
{
  layer0
    {
      map=n_brk_lite.jpg
;      emission=0.3 0.3 0.3 1
      emission=2.5 2.5 2.5 1
      mipmap=1   ;0
   }
}
shader_lights~vf_standard
{
  layer0
  {
    map=lights.jpg
  }
}
shader_brklite~vf_standard
{
  layer0
  {
    map=brklite.jpg
    emission=20 20 20 1
  }
}
shader_driver~vf_standard
{
  layer0
  {
    map=driver.jpg
;    emission=0.01 0.01 0.01 1
;    depthwrite=1 
  }
}
shader_wheel2~vf_standard
{
  compression=0
  layer0
  {
    map=wheel2.jpg
  }
}
shader_wheel3~vf_standard
{
  compression=0
  layer0
  {
    map=wheel3.jpg
    shininess=0
  }
}