;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;    Vertex/fragment templates  ;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

vf_standard
{
  vertex_shader
  {
    file=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_standard_bump
{
  vertex_shader
  {
    file=dyn_standard_bump_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_bump_reflect_f.cg
  }
  specular=0.7 0.7 0.7
  shininess=50
  reflect=0.1
}
vf_standard_speca
{
  vertex_shader
  {
    file=standard_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_speca_f.cg
  }
  specular=0.7 0.7 0.7
  shininess=50
  reflect=0.1
}
vf_reflect
{
  vertex_shader
  {
    file=standard_reflect_v.cg
  }
  fragment_shader
  {
    file=standard_reflect_f.cg
  }
}

vf_sky
{
  vertex_shader
  {
    file=sky_v.cg
  }
  fragment_shader
  {
    ;file=check_shader_f.cg
    file=sky_f.cg
  }
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;    Track shaders              ;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

shader_aircon~vf_standard
{
  layer0
  {
    map=aircon.tga
  }
  ambient=3 3 3
}
shader_aircon_side~vf_standard
{
  layer0
  {
    map=aircon_side.tga
  }
}
shader_airduct~vf_standard_bump
{
  tangents=1
  layer0
  {
    map=airduct.tga
  }
  layer1
  {
    map=airduct_normals.tga
  }
  layer2
  {
    map=$trackenvmap
  }
  specular=0.7 0.7 0.7
  shininess=50
  reflect=0.02
}
shader_blue_plastic~vf_standard
{
  layer0
  {
    map=blue_plastic.tga
  }
  shininess=50
  specular=0.4 0.4 0.4
}
shader_cables~vf_standard_transparent
{
  layer0
  {
    map=cables.tga
    alpha_to_coverage=1
    alpafunc=gequal 50
  }
}
shader_chrome~vf_reflect
{
  layer0
  {
    map=white.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  reflect=0.2
  shininess=50
  specular=0.8 0.8 0.8
}
shader_dark_grey_plastic~vf_standard
{
  layer0
  {
    map=dark_grey_plastic.tga
  }
  shininess=50
  specular=0.4 0.4 0.4
}
shader_door~vf_standard
{
  layer0
  {
    map=door.tga
  }
  ambient=3 3 3
}
shader_exit~vf_standard
{
  layer0
  {
    map=exit.tga
  }
  emission=100 100 100
}
shader_fire_extinguisher~vf_reflect
{
  layer0
  {
    map=fire_extinguisher.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  reflect=0.05
  shininess=150
}
shader_galv_steel~vf_standard_bump
{
  cull=none
  layer0
  {
    map=galvanized_steel.tga
    alpha_to_coverage=1
    alphafunc=gequal 50
  }
  layer1
  {
    map=galvanized_steel_specular.tga
  }
  layer2
  {
    map=$trackenvmap
  }
  reflect=0.02
  specular=0.8 0.8 0.8
  shininess=150
}
shader_garage_floor_black~vf_standard_bump
{
  tangents=1
  layer0
  {
    map=garage_floor_black.tga
  }
  layer1
  {
    map=garage_floor_normals.tga
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_garage_floor_white~vf_standard_bump
{
  tangents=1
  layer0
  {
    map=garage_floor_white.tga
  }
  layer1
  {
    map=garage_floor_normals.tga
  }
  layer2
  {
    map=$trackenvmap
  }
}
shader_garage_walls~vf_standard_bump
{
  tangents=1
  layer0
  {
    map=concrete_white.tga
  }
  layer1
  {
    map=concrete_white_normals.tga
  }
  ; specular=1 1 1
  specular=0.75 0.75 0.75
  shininess=100
  reflect=0
}
shader_grey_plastic~vf_standard
{
  layer0
  {
    map=grey_plastic.tga
  }
  shininess=50
  specular=0.4 0.4 0.4
}
shader_lightbox_box~vf_reflect
{
  layer0
  {
    map=white.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  specular=0.5 0.5 0.5
  shininess=50
  reflect=0.025
}
shader_lightbox_light~vf_standard
{
  layer0
  {
    map=lightbox_light.tga
  }
  emission=100 100 90
}
shader_lightswitch~vf_standard
{
  layer0
  {
    map=lightswitch.tga
  }
}
shader_panorama~vf_standard_transparent
{
  layer0
  {
    map=panorama.tga
    blendfunc=blend
  }
}
shader_pb_fuses~vf_standard
{
  layer0
  {
    map=pb_fuses.tga
  }
  ambient=2 2 2
}
shader_pitwall~vf_standard
{
  layer0
  {
    map=pitwall.tga
  }
}
shader_pvcpipe~vf_standard
{
  layer0
  {
    map=pvcpipe.tga
  }
  ambient=2 2 2
  specular=0.5 0.5 0.5
  shininess=50
}
shader_red_plastic~vf_standard
{
  layer0
  {
    map=red_plastic.tga
  }
  shininess=50
  specular=0.4 0.4 0.4
}
shader_road~vf_standard
{
  layer0
  {
    map=road.tga
  }
}
shader_road_pit~vf_standard
{
  layer0
  {
    map=road_pit.tga
  }
}
shader_roll_shutter~vf_standard_transparent
{
  ;diffuse=1 1 1 0
  layer0
  {
    map=roll_shutter.tga
    blendfunc=blend
  }
  ambient=2 2 2
}
shader_roll_shutter_rails~vf_standard
{
  layer0
  {
    map=white.tga
  }
  ambient=3 3 3
  specular=0.5 0.5 0.5
  shininess=50
  reflect=0.2
}
shader_sky~vf_sky
{
  compression=0
  fog=0
  sky=1
  cull=none
  layer0
  {
    map=sky_sun_alpha.tga
    texenv=replace
    depthwrite=0
  }
}
shader_toolbox~vf_standard
{
  layer0
  {
    map=toolbox.tga
  }
  ambient=1.25 1.25 1.25
  specular=0.2 0.2 0.2
  shininess=100
}
shader_toolbox_allu~vf_reflect
{
  layer0
  {
    map=toolbox.tga
  }
  layer1
  {
    map=$trackenvmap
  }
  ambient=2.5 2.5 2.5
  reflect=0.05
  specular=1 1 1
  shininess=200
}
shader_toolbox_swivel~vf_reflect
{
  cull=none
  layer0
  {
    map=toolbox.tga
  }
  ambient=3 3 3
  specular=0.8 0.8 0.8
  reflect=0.02
  shininess=50
}
shader_toolbox_wheel~vf_standard
{
  layer0
  {
    map=toolbox.tga
  }
}
