; defaults copied from the lamborghini
vf_bumpreflect
{
  material=metal
  vertex_shader
  {
    ;file=dyn_standard_bump_reflect_damaged_v.cg
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    ;file=dyn_standard_bump_reflect_damaged_f.cg
    file=dyn_standard_bump_reflect_f.cg
  }
  fresnel
  {
    bias=0.02
    scale=0.98
    power=5.0
  }
}
vf_bump
{
  material=metal
  vertex_shader
  {
    ;file=cg/stbump_v.cg
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    ;file=cg/stbump_f.cg
    file=dyn_standard_bump_f.cg
  }
}
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_paint~vf_bumpreflect
{
  cast_shadow=1
  compression=0
  reflect=.9 ; .6
  ;red
  ;specular=.25 .02 .00
  specular=.13 .13 .13
  shininess=12 ; 6
  tangents=1
  layer0
  {
    ;map=bodyflame.tga
    ;map=bodyblack.tga
    map=body_pearlwhite.tga
    ;map=rx7texturelabelled.tga
    ;map=bodyred.tga
  }
  layer1
  {
    map=body_normal.tga
    mode=linear
  }
  layer2
  {
    map=$trackenvmap
  }
}
; lights (behind glass), parts of the mirrors, front spoiler, exhaust
shader_body~shader_paint
{
  reflect=0.6
  specular=0.03 0.03 0.03
}
shader_body_gloss~shader_paint
{
}

shader_body_matte~vf_reflect
{
  reflect=0.3
  cast_shadow=1
  specular=.25 .25 .25
  shininess=60
  mipmap_bias=7
  
  layer0
  {
    map=body_pearlwhite.tga
    ;map=rx7texturelabelled.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}

; underside, plus inserts of front openings and vent across bottom of windshield
shader_black~vf_standard
{
  cast_shadow=1 ; mostly for the top of the hood
  layer0
  {
    map=black.tga
  }
}
shader_grey00~shader_black
{
}

; badges.  could use a bump mapping.
shader_decal~vf_reflect
{
  compression=0
  depthwrite=0
  reflect=0.5
  specular=.1 .1 .1
  shininess=50
  tangents=1
  sort_offset=2
  layer0
  {
    map=transp3.tga
    blendfunc=src_alpha one_minus_src_alpha
    ;alphafunc=gequal 100
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_transparent_decal~shader_decal
{
}

shader_glow_lights~vf_standard
{
  ambient=0 0 0
  diffuse=0 0 0
  emission=30 30 30
  sort_offset=1
  depthwrite=1
  layer0
  {
    map=glow_lights.tga
    blendfunc=add
  }
}
shader_glow_lights_postpone~shader_glow_lights
{
  sort_offset=3
}

; window glass, and the frames surrounding it
shader_glass~vf_glass
{
  sort_offset=2
  reflect=1
      shininess=40
      specular=0 0 0 1
  layer0
  {
    map=transp3.tga
      ;blendfunc=dst_alpha one_minus_src_alpha
      ;blendfunc=one one_minus_src_alpha
  }
  layer1
  {
    map=$trackenvmap
      blendfunc=blend
    ;blendfunc=one one_minus_src_alpha
  }
}
shader_transparent_glass~shader_glass
{
}

; glass used on interior model; nonreflective so as not to annoy.
shader_windows~vf_standard
{
  sort_offset=1
  layer0
  {
    alphafunc=gequal 150
    map=transp2.tga
    blendfunc = one one_minus_src_alpha
  }
}
shader_transparent_interior~shader_windows
{
}

; reflective mirrors, interior model only
shader_mirror
{
  diffuse=0 0 0
  ambient=0.01 0.01 0.01
  layer0 
  {
    map=$mirror
    texscale_s=1
    texscale_r=1
    texscale_t=1
    emission=.3 .3 .3 1
  }
}

; majority of the interior, both models
shader_interior~vf_reflect
{
  cast_shadow=1
  reflect=0.1
  mipmap_bias=7
  specular=0 0 0
  layer0
  {
    map=interior.tga
    ;map=interior-tan.tga
    ;blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
  }
  fresnel
  {
    bias=0.4
    scale=0.6
    power=1.5
  }
}
shader_interior00~shader_interior
{
}

; the dashboard and seats, exterior model
shader_dash~vf_reflect
{
  cast_shadow=1
  reflect=0.03
  mipmap_bias=6.6
  specular=0 0 0
  layer0
  {
    map=dash.tga
    ;map=dash-tan.tga
    ;blendfunc=one src_alpha
  }
  layer1
  {
    map=$trackenvmap
  }
  fresnel
  {
    bias=0.4
    scale=0.6
    power=1.5
  }
}
shader_interior01~shader_dash
{
}

; steering wheel, both interior and exterior
shader_strwheel~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=strwheel_noalpha.tga
  }
}

; dashboard on interior model
shader_dashhq~vf_reflect
{
  reflect=0.06
  mipmap_bias=6.6
  specular=0 0 0
  layer0
  {
    map=dash-hq.tga
    ;map=dash-tan-hq.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  fresnel
  {
    bias=0.4
    scale=0.6
    power=1.5
  }
}
shader_interior02~shader_dashhq
{
}

; driver, visible exterior only
shader_driver~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=driver.tga
    ;blendfunc=blend
    ;blendfunc=one src_alpha
  }
}
shader_driver00~shader_driver
{
}
; interior model rpm/kph dials
shader_rpm~vf_standard
{
  layer0
  {
    map=rpm.tga
    ;emission=5 5 5 1
  }
  fragment_shader
  {
    ;file=standard_glow_f.cg
    file=standard_f.cg
  }
}

shader_kph~vf_standard
{
  layer0
  {
    map=mph.tga
    ;emission=5 5 5 1
  }
  fragment_shader
  {
    ;file=standard_glow_f.cg
    file=standard_f.cg
  }
}

; just the wheel, incl. entirety of rim
shader_wheel~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.0
  specular=.6 .6 .6 1 ; .15
  shininess=16
  ;tangents=1
  layer0
  {
    map=wheelb.tga
    ;blendfunc=blend 
  }
  layer2
  {
    map=$trackenvmap
  }
}

; can't find anything obviously using this material
shader_innerrim~vf_standard
{
  motion_blur=0
  layer0
  {
    map=wheel.tga
  }
}

; brake discs as well as calipers
shader_rotor
{
  motion_blur=0
  ; Brake disc
  layer0
  {
    map=brake.tga
    emission=0 0 0 1
    shininess=32
    specular=.3 .3 .3 1
  }
  ; Brakedisc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    ; Use disc heat global shader
    file=standard_heat_f.cg
    ;file=cg/disc_heat.cg
  }
}

; all the tire, back/side/front
shader_tire~vf_standard
{
  motion_blur=0
  cast_shadow=1
  layer0
  {
    map=tire.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
  }
}

; 2012 LODs updated texture.
shader_wheellod~vf_standard
{
    motion_blur=0
    cast_shadow=1
    compression=0
    specular=.06 .06 .06 1 ; .15
  shininess=16
  layer0
  {
    map=rx7wheel_lod1.tga
  }
}

shader_shadow
{
  layer0
  {
    map=shadow.tga
    blendfunc=blend
  }
}
; shader for the collision box... only to avoid qlog error
shader_default_material~vf_standard
{
  layer0
  {
    map=black.tga
  }
}