;
; Template shader file (generated by Modeler)
;
;
; Vertex/fragment shader templates
;
vf_reflect
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}

vf_reflect_spec
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
  }
}

vf_glass
{
  ; Just reflection
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_window_f.cg
  }
}

vf_chrome~vf_reflect
{  
  fresnel
  {
    bias=0.9
    scale=0.1
    power=1.0
  }
}

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_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
}

vf_detail_bump
{ 
  ; Texture+bumpmap+reflection map
  vertex_shader
  {
    ;file=cg/dyn_standard_bump_detail_v.cg
    file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    ;file=cg/dyn_standard_bump_detail_f.cg
    file=dyn_standard_reflect_f.cg
  }
}

vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}

vf_standard_transparent
{
  vertex_shader
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=standard_transparent_f.cg
  }
}

vf_heat
{
;Brake disc heat shader
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_brakeheat_f.cg
  }
}


;#############################################################

shader_body~vf_reflect
{
cast_shadow=1
sort_offset=0
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8 1
specular=0 0 0
shininess=30;35
reflect=1.0
compression=0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=maintex.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}

shader_veilside~vf_reflect
{
cast_shadow=1
sort_offset=0
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8 1
specular=0 0 0
shininess=30;35
reflect=1.0
compression=0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=veilside.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}

shader_helmet~vf_reflect
{
cast_shadow=1
sort_offset=0
;tangents=1
;diffuse=0.04 0.04 0.04 1
;ambient=0.02 0.02 0.02 1
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8 1
specular=0 0 0
shininess=35
reflect=0.20
compression=0
  mipmap_bias=4
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=driver.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}

shader_fsr1_2~vf_reflect
{
cast_shadow=1
sort_offset=0
;tangents=1
;diffuse=0.04 0.04 0.04 1
;ambient=0.02 0.02 0.02 1
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8 1
specular=0 0 0
shininess=40
reflect=1.0
compression=0
  mipmap_bias=2
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=fsr1.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}

shader_silber~vf_reflect
{
cast_shadow=1
sort_offset=0
;tangents=1
;diffuse=0.04 0.04 0.04 1
;ambient=0.02 0.02 0.02 1
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8 1
specular=0 0 0
shininess=40
reflect=1.0
compression=0
  mipmap_bias=3
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=swtex.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}

shader_lights~vf_reflect
{
cast_shadow=1
sort_offset=0
cull=none
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8 1
specular=0 0 0
shininess=30;14;35
reflect=0.20
compression=0
  mipmap_bias=3
  fresnel
  {
    bias=0.1
    power=4.0
    scale=0.9
  }
  layer0
  {
    map=maintex.tga
  }
   layer1
  {
    ; Reflection cubemap
    map=$trackenvmap
    mode=linear
  }
}

shader_exhaust~vf_chrome
{
     ;cull=none
     cast_shadow=1
	compression=0
  	reflect=0.2
  	specular=0 0 0 
  	shininess=15
	layer0
	{
		map=maintex.tga
                
	}
  	layer1
  	{
		map=$trackenvmap
  	}	
}

;##############################################################

shader_window~vf_reflect
{
cast_shadow=1
sort_offset=1
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8
;cull=none
layer0
{
  map=glass.tga
  shininess=30
  blendfunc=blend
  specular=0.0 0.0 0.0
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}

shader_decals~vf_reflect
{
cast_shadow=1
sort_offset=50
reflect=1.0
diffuse=1.0 1.0 1.0
ambient=0.8 0.8 0.8
;cull=none
layer0
{
  map=glass.tga
  shininess=30
  blendfunc=blend
  specular=0.0 0.0 0.0
  depthwrite=0
 }
 layer1
  {
   map=$trackenvmap
   depthwrite=0
   }
}

;##############################################################

shader_veilside_matt~vf_standard
{
  cast_shadow=1
	layer0
	{
		shininess=15
		specular=0.1 0.1 0.15 1
		map=veilside.tga
	}
}

shader_matt~vf_standard
{
  cast_shadow=1
	layer0
	{
		shininess=15
		specular=0.1 0.1 0.15 1
		map=maintex.tga
	}
}

shader_matt_grey~vf_standard
{
  cast_shadow=1
	layer0
	{
		shininess=15
		specular=0.1 0.1 0.15 1
		map=maintex.tga
	}
}

shader_interior~vf_standard
{
  cast_shadow=1
	layer0
	{
		shininess=10
		specular=0.1 0.1 0.15 1
		map=interior.tga
	}
}

shader_wischer~vf_standard_transparent
{
  cast_shadow=1
  layer0
  {
	shininess=10
	specular=0.1 0.1 0.15 1
	map=maintex.tga
	alpha_to_coverage=1
	;blendfunc=blend
	;alphafunc=gequal 128
	depthwrite=0
  }
}

shader_belts~vf_standard
{
  layer0
  {
    map=belts.tga
  }
}

shader_cage~vf_standard
{
cast_shadow=1
  layer0
  {
    map=cage.tga
    	shininess=50
	specular=0.5 0.5 0.5 1
  }
}

shader_lightson~vf_standard
{
cast_shadow=1
  layer0
  {
    map=lights.tga
    	blendfunc=blend
	emission=20 20 20 1
  }
}

shader_fsr1_1~vf_standard
{
cast_shadow=1
  layer0
  {
     shininess=10
	specular=0.1 0.1 0.15 1
	map=fsr1-matt.tga
  }
}

shader_fsr_2_1~vf_standard
{
cast_shadow=1
  layer0
  {
    map=fsr2.tga
  }
}

shader_brakedisk~vf_standard
{
cast_shadow=1
	layer0
	{
		shininess=50
		specular=0.1 0.1 0.15 1
		map=braked.tga
		alphafunc=gequal 128 
	}
}

shader_brakelight~vf_standard
{
cast_shadow=1
	layer0
	{
		emission=30 30 30 1
		map=brake.tga
		;blendfunc=blend
    		alpha_to_coverage=1
    		alphafunc=gequal 128
	}
}

shader_Lenkrad~vf_standard
{
cast_shadow=1
	layer0
	{
		shininess=15
		specular=0.1 0.1 0.15 1
		map=swtex.tga
	}
}

shader_Gnubell~vf_standard
{
cast_shadow=1
	layer0
	{
		shininess=15
		specular=0.1 0.1 0.15 1
		map=swtex.tga
	}
}

shader_maledriver~vf_standard
{
cast_shadow=1
  layer0
  {
    map=driver.tga
  }
}

;###########################

;shader_audi_100s_mirrorchrome~vf_standard
{
  cast_shadow=1
  diffuse=0.1 0.1 0.1
  layer0
  {
    map=$mirror
  }
}

shader_brakedisk_blur2~vf_standard
{
cast_shadow=1
	layer0
	{

		map=braked_blur_2.tga
		alpha_to_coverage=1
		alphafunc=gequal 128 
	}
}

; Blurred rims stage 0

shader_brakedisk_blur0~vf_standard
{
	cast_shadow=1
	layer0
	{
		map=braked_blur_0.tga
		alphafunc=gequal 128
    		alpha_to_coverage=1
	}
}

shader_fsr1_2_blur_0~vf_standard
{
cast_shadow=1
  layer0
  {
    map=fsr1-blur-0.tga
    alpha_to_coverage=1
  }
}

; Blurred rims stage 1

shader_fsr1_2_blur_1~vf_standard
{
cast_shadow=1
  layer0
  {
    map=fsr1-blur-1.tga
    alpha_to_coverage=1
  }
}

; Blurred rims stage 2

shader_fsr1_2_blur_2~vf_standard
{
cast_shadow=1
  layer0
  {
    map=fsr1-blur-2.tga
    alpha_to_coverage=1
  }
}

shader_fsr1_1_blur_0~vf_standard
{
cast_shadow=1
 layer0
 {
  map=fsr1-matt-blur-0.tga
  alpha_to_coverage=1
 }
}
shader_fsr_2_1_blur_0~vf_standard
{
cast_shadow=1
 layer0
 {
  map=fsr2-blur-0.tga
  alpha_to_coverage=1
 }
}
shader_fsr1_1_blur_2~vf_standard
{
cast_shadow=1
 layer0
 {
  map=fsr1-matt-blur-2.tga
  alpha_to_coverage=1
 }
}
shader_fsr_2_1_blur_2~vf_standard
{
cast_shadow=1
 layer0
 {
  map=fsr2-blur-2.tga
  alpha_to_coverage=1
 }
}
shader_brakedisk_blur1~vf_standard
{
cast_shadow=1
	layer0
	{

		map=braked_blur_1.tga
		alpha_to_coverage=1
		alphafunc=gequal 128 
	}
}
shader_fsr1_1_blur_1~vf_standard
{
cast_shadow=1
 layer0
 {
  map=fsr1-matt-blur-1.tga
  alpha_to_coverage=1
 }
}
shader_fsr_2_1_blur_1~vf_standard
{
cast_shadow=1
 layer0
 {
  map=fsr2-blur-1.tga
  alpha_to_coverage=1
 }
}