
shader_lakier
{
   layer0
   {
    map=fresnel.tga
    texgen_s=sphere_map
    texgen_t=sphere_map
    emission=1 1 1 1
   }
   layer1
   {
    map=$trackenvmap
    texgen_s=reflection_map
    texgen_t=reflection_map
    texgen_r=reflection_map
    blendfunc=filter
    shininess=40
    specular=0.5 0.5 0.5 1
   }
   layer2
   {
    map=lakier.tga
    blendfunc=one src_alpha
   }
}
shader_trim
{
  layer0
    {
      map=trim.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
      blendfunc=blend
    }
}
shader_interior
{
  layer0
    {
      map=interior.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
      blendfunc=blend
      cull=none
    }
} 
shader_swiatla
{
  layer0
  {
    map=swiatla.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
      blendfunc=blend
      cull=none
  }
}
shader_tapicerka
{
  layer0
    {
      map=tapicerka.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
    }
} 
shader_black
{
  layer0
    {
      map=black.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
    }
} 
shader_buttons
{
  layer0
    {
      map=buttons.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
    }
} 
shader_dywanik
{
  layer0
    {
      map=dywanik.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
    }
} 
shader_kierownica
{
  layer0
    {
      map=kierownica.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
    }
} 
shader_krata
{
  layer0
    {
      map=krata1.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
    }
}
 shader_maledriver
{
  layer0
    {
      map=maledriver.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    }
} 
shader_tire
{
  layer0
    {
      map=tire.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    }
} 
shader_felga
{
  layer0
    {
      map=felga.tga
      emission=0 0 0 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
    }
} 
shader_glass
{
sort_offset=5
layer0
{
map=glass.tga
alphafunc=greater 254 ;# must be greater than alpha # to make glass transparent
blendfunc=blend
depthwrite=1
}
layer1
{
map=$trackenvmap
texgen_s=reflection_map
texgen_t=reflection_map
texgen_r=reflection_map
blendfunc=src_color one_minus_src_color
depthwrite=0
}
layer2
{
map=glass.tga
alphafunc=notequal 143 ;not=alpha # for color, =for no color, must use alphafunc
blendfunc=src_alpha one_minus_src_alpha
emission=0 0 0.1 1 ; minus values give deeper color 
depthwrite=0
}
}
shader_mirror
{	
  layer0
   {
     map=$mirror
     emission=0.4 0.4 0.4 1
   }
}
shader_gauges
{
  layer0
    {
      map=gauges.tga
    }
}
shader_headlights
{
sort_offset=1
  layer0
    {
      map=headlights.tga
      emission=1 1 1 1
      shininess=0
      specular=0 0 0 1
      depthwrite=1
      blendfunc=blend
    }
}
shader_swiatla_glow
{
sort_offset=1
  layer0
    {
       map=swiatla_glow.tga
       blendfunc=blend
       emission=1 1 1 1
       depthwrite=1
    }
}
shader_gauges_glow
{
sort_offset=1
  layer0
    {
      map=gauges_glow.tga
      emission=1 1 1 1
      depthwrite=1
      blendfunc=blend
    }
}

