Hope I don´t have to explain how to use this code
; Citroen
;
; Vertex/fragment shader templates
;
vf_bump
{
tangents=1
vertex_shader
{
file=dyn_standard_bump_v.cg
}
fragment_shader
{
file=dyn_standard_bump_f.cg
}
}
vf_reflect
{
vertex_shader
{
file=dyn_standard_reflect_v.cg
}
fragment_shader
{
file=dyn_standard_reflect_f.cg
}
}
vf_reflect_window
{
vertex_shader
{
file=dyn_standard_reflect_window_v.cg
}
fragment_shader
{
file=dyn_standard_reflect_window_f.cg
}
}
vf_standard
{
vertex_shader
{
file=dyn_standard_v.cg
}
fragment_shader
{
file=standard_f.cg
}
}
; materials ______________________________________________________
; Material body gloss
shader_body_gloss~vf_reflect
{
cull=none
compression=0
reflect=0.6
shininess=0
specular=0.00 0.00 0.00 1.00
fresnel
{
bias=0.1
power=2.0
scale=0.9
}
layer0
{
map=remap.tga
}
layer1
{
map=$trackenvmap
}
}
shader_shadowmap~vf_standard
{
layer0
{
map=shadow.tga
texenv=replace
}
}
; Material accessories
shader_access~vf_standard
{
compression=0
layer0
{
map=access.bmp
}
}
; Material chromes
shader_chromes~vf_reflect
{
compression=0
reflect=1.0
shininess=32
specular=1.00 1.00 1.00 0.00
layer0
{
map=access.bmp
}
layer1
{
map=$trackenvmap
}
}
; Material lights
shader_lights~vf_standard
{
compression=0
shininess=0
layer0
{
map=access.bmp
}
}
; Material windows
shader_glass~vf_reflect_window
{
cast_shadow=0
compression=0
reflect=1.0
shininess=0
sort_offset=1
specular=0.00 0.00 0.00 1.00
fresnel
{
bias=0.1
power=2.0
scale=1.0
}
layer0
{
map=glass.tga
blendfunc=blend
}
layer1
{
map=$trackenvmap
}
}
; Material body matte
shader_body_matte~vf_standard
{
compression=0
layer0
{
map=remap.tga
}
}
; Material ruber
shader_ruber~vf_standard
{
compression=0
layer0
{
map=access.bmp
}
}
; Material wheel thread
shader_thread~vf_standard
{
compression=0
layer0
{
map=thread.tga
}
}
; Material dashboard instr
shader_consol~vf_standard
{
compression=0
layer0
{
map=consol.tga
}
}
; Material gears numbers
shader_gears~vf_standard
{
compression=0
layer0
{
map=consola.bmp
}
}
; Material interior carpet
shader_carpet_interior~vf_standard
{
compression=0
layer0
{
map=moquettesec.bmp
}
}
; Material 11 interior
shader_interior~vf_standard
{
cull=none
compression=0
layer0
{
map=access.bmp
shininess=32
specular=0.16 0.16 0.16
}
}
; Material trunck carpet
shader_carpet_trunk~vf_standard
{
compression=0
layer0
{
map=moquette.bmp
}
}
; Material mirror
shader_mirror~vf_standard
{
diffuse=0.20 0.20 0.20 1.00
layer0
{
map=$mirror
texscale_s=1
texscale_r=1
texscale_t=1
}
}
; Material licence plate
shader_licenceplate~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=licence.tga
}
}
shader_lights_brake~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=lights_on.tga
emission=4 4 4 1
}
}
shader_lights_reverse~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=lights_on.tga
emission=4 4 4 1
}
}
shader_lights_on~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=lights_on.tga
emission=4 4 4 1
}
}
shader_lights_licence~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=licence_on.tga
emission=4 4 4 1
}
}
shader_lights_consol~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=consol.tga
emission=4 4 4 1
}
}
; Old materials still in use
;shader_rpm~vf_standard
{
compression=0
layer0
{
map=rpm.tga
}
}
;shader_kmh~vf_standard
{
compression=0
layer0
{
map=kmh.tga
}
}
;shader_maledriver~vf_standard
{
compression=0
layer0
{
map=maledriver.tga
}
}