;===============================
;Mercedes 0305 BUS Shader File
;===============================
vf_reflect
{
	vertex_shader
	{
		file=dyn_standard_reflect_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_reflect_f.cg
	}
}
vf_standard
{
	vertex_shader
	{
		file=dyn_standard_v.cg
	}
	fragment_shader
	{
		file=standard_f.cg
	}
}

vf_reflect_window
{
	vertex_shader
	{
		file=dyn_standard_reflect_window_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_reflect_window_f.cg
	}
}
;============================================================
shader_bodytexes
{
	compression=0
	material=metal
	reflect=0.2
	shininess=16
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.1
		power=2.0
		scale=0.9
	}
	layer0
	{
		map=bodytexes.tga
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_glass~vf_reflect_window
{
	cast_shadow=0
	compression=0
	reflect=1.0
	shininess=0
	sort_offset=1
	specular=0.00 0.00 0.00 1.00
	fresnel
	{
		bias=0.1
		power=2.0
		scale=0.8
	}
	layer0
	{
		map=glass.tga
		blendfunc=blend
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_vehiclelights128~vf_reflect_window
{
	cast_shadow=0
	compression=0
	reflect=0.1
	shininess=16
	sort_offset=1
	specular=0.10 0.10 0.10 1.00
	layer0
	{
		map=vehiclelights128.tga
		;blendfunc=blend
	}
	layer1
	{
		map=$trackenvmap
	}
}
shader_koleso_titan~vf_standard
{
	compression=0
	shininess=5
	layer0
	{
		map=koleso_titan.tga
	}
}
shader_koleso_protektor~vf_standard
{
	compression=0
	shininess=1
	layer0
	{
		map=koleso_protektor.tga
	}
}
shader_koleso~vf_standard
{
	compression=0
	shininess=1
	layer0
	{
		map=koleso.tga
	}
}
shader_black~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=black.tga
	}
}
shader_mercedes_o_305_lable~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_lable.tga
	}
}
shader_mercedes_o_305_lablepered~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_lablepered.tga
	}
}
shader_mercedes_o_305_panel~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_panel.tga
	}
}
shader_mercedes_o_305_potolok~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_potolok.tga
	}
}
shader_mercedes_o_305_sid~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_sid.tga
	}
}
shader_mercedes_o_305_svgrey~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_svgrey.tga
	}
}
shader_mercedes_o_305_tgrey~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_tgrey.tga
	}
}
shader_mercedes_o_305_vodsid~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_305_vodsid.tga
	}
}
shader_mercedes_o_405_pribor~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=mercedes_o_405_pribors.tga
	}
}
shader_omnibus_orehderevo~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=omnibus_orehderevo.tga
	}
}
shader_podnogka~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=podnogka.tga
	}
}
shader_stal~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=stal.tga
	}
}
shader_leather_dark~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=leather_dark.tga
	}
}
shader_liaz5256d_setkaw~vf_standard
{
	compression=0
	shininess=0
	layer0
	{
		map=liaz5256d_setkaw.tga
	}
}
;========================
;Yet to be implemented
;========================
shader_mirror
{
	layer0
	{
		map=$mirror
	}
}
shader_lights
{
  layer0
    {
      map=lights.tga
      blendfunc=blend
      emission=1. 1. 1. 1
    }
}
