v_reflect
{  
  vertex_shader
  {
    ;file=dyn_standard_bump_reflect_v.cg
    file=dyn_standard_reflect_v.cg
  }
  ;ambient=.6 .6 .6
}
vf_reflect~v_reflect
{
  fragment_shader
  {
    ;file=dyn_standard_bump_reflect_f.cg
    ;file=dyn_standard_reflect_a_f.cg
    file=dyn_standard_reflect_f.cg
    ;file=dyn_standard_reflect_spec_f.cg
    ;file=dyn_refringe_reflect_f.cg
  }
  fresnel
  {
    bias=0.05
    scale=0.95
    power=3.0
  }
}
vf_glass
{
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_transparency_window_f.cg
  }
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.0
  }
}
vf_specreflect~v_reflect
{
  fragment_shader
  {
    ;file=dyn_standard_bump_reflect_f.cg
    ;file=dyn_standard_reflect_a_f.cg
    file=dyn_standard_reflect_spec_f.cg
    ;file=dyn_refringe_reflect_f.cg
  }
}
vf_chrome~vf_reflect
{  
  fresnel
  {
    bias=0.8
    scale=0.2
    power=2.0
  }
}
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
;  ambient=1 1 1
}
; dyn_standard_bump is broken in 0.8.10
vf_bump~vf_standard
{
  vertex_shader
  {
    file=dyn_standard_bump_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_f.cg
  }
;  ambient=0.8 0.8 0.8
}
vf_glow
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    ;file=standard_glow_f.cg
    file=dyn_standard_f.cg
  }
}

shader_body~vf_reflect
{
  cull=none
  cast_shadow=1
  compression=0
  reflect=0.9
  ; vf_reflect is default
  ; vf_speckle
  ; .62 .45 .66 -> purple + vf_specreflect + shininess=15
  ;specular=.12 .05 .15 ;-> purple (better with black)
  
  ; metal try #1: steel
  ;specular=.1375 .135 .115
  ;ambient=.02 .02 .01
  ;diffuse=.01 .01 .01
  ;reflect=0.4
  ;shininess=40
  
  ; green metallic paint
  ;specular=.02 .06 .0075
  ;ambient=.285 .578 .15
  ;diffuse=.25 .363 .08
  ;shininess=40
  
  ; blue gloss paint
  ;specular = 0 0 0.01
  ;ambient = .2 .4 .64
  ;diffuse = .06 .11 .22
  
  ; metal #2: chrome
  ;specular=.05 .05 .05
  ;ambient=0.01 0.01 .01
  ;diffuse=0.01 0.01 .01
  ;shininess=16
  ;reflect=0.3
  
  ; black gloss paint
  ;reflect=0.2
  ;specular=0.015 0.015 0.02
  ;ambient = 0.01 0.01 0.01
  ;diffuse= 0.02 0.02 0.02
  shininess=30
  
  ; just fooling around with red
  reflect=0.5
  specular=0 0 0
  ambient=0.9 0 0
  diffuse=0.9 0 0
 
  ;specular=.12 .05 .15
  ;specular=0.05 .15 0.1 ;-> dgreen
  ;shininess=16
  ;tangents=1
  layer0
  {
    map=bodyswatch.tga
    ;map=bodyburnwhite.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  ; paint fresnel
  fresnel
  {
    bias=0.02
    scale=0.98
    power=3.0
  }
  ; metal 1 fresnel
   ; fresnel
   ; {
  ;    bias=0.22
   ;   scale=0.78
  ;    power=2.0
  ;}
  ; chrome fresnel
  mipmap=6
  ;fresnel
  ;{
  ;  bias=0.4
  ;  scale=0.6
  ;  power=2.0
  ;}
}
shader_misctex~vf_reflect
{
  compression=0
  reflect=0.2
  specular=.1 .1 .1
  shininess=40
  tangents=1
  layer0
  {
    map=misca-tex.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_chrome~vf_chrome
{
  ;reflect=1.0
  cast_shadow=1
  reflect=0.9
  shininess=15
  specular=0.2 0.2 0.2
  mipmap=4
  layer0
  {
    map=chrome.tga 
    ; chrome1.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_inheadlight~vf_chrome
{
  reflect=1
  shininess=8
  specular=1 1 1
  layer0
  {
    map=bulb.tga
    ; map=bulb_night.tga
    ; use with vf_glow
    ;emission=400 400 400
  }
  layer1
  {
    map=$trackenvmap
  }
  fresnel
  {
    bias=1.0
    scale=0
    power=1
  }
}
shader_headlens~vf_glass
{
  sort_offset=60
  reflect=1
  shininess=20
  specular=.1 .1 .1 1
  layer0
  {
    map=headlight.tga
    ;blendfunc=one one_minus_src_alpha
    blendfunc=one one
  }
  layer1
  {
    map=headlightr.tga
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_underside~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=underside.tga
    diffuse=0.2,0.2,0.2
    ambient=0.2 0.2 0.2
  }
}
shader_rubber~vf_standard
{
  layer0
  {
    map=rubber.tga
  }
}
shader_interior~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=stereo_ar_grey.tga
  }
}
shader_interior2~shader_interior
{
  diffuse=0.5 0.5 0.5
  ambient=0.7 0.7 0.7
}

shader_glass~vf_glass
{
  sort_offset=60
  reflect=1.0
  shininess=40
  specular=0 0 0 1
  layer0
  {
    alpha_to_coverage=1
    depthwrite=1
    map=glass.tga
  ;    blendfunc=blend
  ;    blendfunc = one one_minus_src_alpha
    blendfunc=dst_alpha one_minus_src_alpha
  }
  layer1
  {
    map=glass_r.tga
  }
  layer2
  {
    map=$trackenvmap
  }
}
; driver
shader_material11~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=driver.tga
    ;blendfunc=blend
    ;blendfunc=one src_alpha
  }
}

shader_driver~shader_material11

shader_mirror
{
  layer0 
  {
    map=$mirror
    texscale_s=1
    texscale_r=1
    texscale_t=1
    emission=.3 .3 .3 1
  }
}

; wheel materials
shader_wheel~vf_reflect
{
  cast_shadow=1
  compression=0
  reflect=0.2
  specular=.1 .1 .1
  shininess=160
  tangents=1
  layer0
  {
  	map=wheel_color.tga
    ;map=wheel_mats.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
; back of the wheel
shader_wheel3~shader_wheel
{
reflect=0.0
diffuse=0.3 0.3 0.3
}
; centre cap
shader_wheel4~shader_wheel
{
}
shader_wheelchrome~vf_chrome
{
  specular=.1 .1 .1
  reflect=0.6
  shininess=15
  layer0
  {
    map=wheel_color.tga
  }
  layer1
  {
    map=$trackenvmap
  }
}
shader_tread~vf_bump
{
 cast_shadow=1
    reflect=0.2
    shininess=8
    specular=0.1 0.1 0.1
    tangents=1
  layer0
  {
    map=tiretread_a.tga
  }
  layer1
  {
    map=tiretread_normal.tga
  }
}
shader_sidewall~vf_standard
{
  cast_shadow=1
  layer0
  {
    map=sidewall.tga
      shininess=8
      specular=.1 .1 .1 1.0
  }
}


; collision dof
shader_bulb~vf_standard
{
  layer0
  {
    map=bulb.tga
  }
}