; ------------------------------
; ----- UAZ 3159 VERSION 2 -----
; --------- CG Shaders ---------
; ------------------------------
vf_standard
{
  vertex_shader
  {
    file=dyn_standard_v.cg
  }
  fragment_shader
  {
    file=standard_f.cg
  }
}
vf_reflect
{
	vertex_shader
	{
		file=dyn_standard_reflect_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_reflect_f.cg
	}
}
vf_transparent
{
	vertex_shader
	{
		file=dyn_standard_reflect_window_v.cg
	}
	fragment_shader
	{
		file=dyn_standard_reflect_window_f.cg
	}
}





; ------------------------------
; ----------    Body   ---------
; ------------------------------
shader_bodycolours~vf_reflect
{
	compression=0
	material=metal
	reflect=0.5
	shininess=0.5
	specular=0 0 0
	layer0
	{
		map=bodycolours.tga
	}
}
shader_texturemap~vf_standard
{
  layer0
  {
    map=texturemap.tga
  }
}
shader_black~vf_standard
{
  layer0
  {
    map=black.tga
  }
}
shader_blackshine~vf_reflect
{
	compression=0
	material=metal
	reflect=0
	shininess=2
	specular=0 0 0
	layer0
	{
		map=black.tga
	}
}
shader_car00~vf_standard
{
  layer0
  {
    map=car00.tga
  }
}
shader_interior1~vf_standard
{
  layer0
  {
    map=interior1.tga
  }
}
shader_pribors~vf_standard
{
  layer0
  {
    map=pribors.tga
  }
}
shader_grill~vf_reflect
{
	compression=0
	material=metal
	reflect=0.5
	shininess=0.5
	specular=0 0 0
	layer0
	{
		map=grill.tga
	}
}
shader_tones~vf_standard
{
  layer0
  {
    map=tones.tga
  }
}
shader_mesh~vf_standard
{
  layer0
  {
    map=grill.tga
  }
}
shader_tyre~vf_standard
{
	compression=0
	shininess=30
	specular=0.10 0.10 0.10
	layer0
	{
		map=tyre.tga
	}
}
shader_tread~vf_standard
{
	compression=0
	shininess=30
	specular=0.10 0.10 0.10
	layer0
	{
		map=tread.tga
	}
}
shader_glass~vf_transparent
{
	cast_shadow=1
	compression=0
	reflect=1
	sort_offset=1
	layer0
	{
		map=glass.tga
		blendfunc=blend
	}
	layer1
	{
		map=$trackenvmap
		alpha_to_coverage=1
	}
}
shader_glass2~vf_transparent
{
	cast_shadow=1
	compression=0
	reflect=1
	sort_offset=1
	layer0
	{
		map=glass2.tga
		blendfunc=blend
	}
	layer1
	{
		map=$trackenvmap
		alpha_to_coverage=1
	}
}
shader_chrome~vf_reflect
{
	compression=0
	material=metal
	reflect=0.5
	shininess=0
	specular=0 0 0
	layer0
	{
		map=chrome.tga
	}
}
shader_lights~vf_standard
{
  layer0
  {
      map=lights.tga
      emission=9 9 9 9
      shininess=5
      specular=0 0 0 1
      blendfunc=blend
      texenv=replace
  }
}
shader_reverse~vf_standard
{
  layer0
  {
      map=lights.tga
      emission=9 9 9 9
      shininess=5
      specular=0 0 0 1
      blendfunc=blend
      texenv=replace
  }
}

