shader_sky~vf_sky
{
compression=0
sky=1
layer0
{
map=sky.tga
texenv=replace
depthwrite=0
}
}
shader_marks~vf_standard
{
sort_offset=0
cast_shadow=0
layer0
{
map=br_road_marks.dds
depthwrite=0
}
}
shader_road1~vf_road
{
;ambient=1 1 1
diffuse=0.5 0.5 0.5
cast_shadow=0
; Avoid projected lights cutting through the first layer's texture alpha channel (0..1)
bounce_alpha=0
; Reflectivity of the road for projective lights
bounce_amount=1.0
layer0
{
map=br_road_1.dds
}
layer1
{
map=br_road_1_add.dds
mode=linear
}
layer2
{
map=br_road_1nm.dds
mode=linear
}
}
vf_road
{
; The road uses specularity but burned through the red channel to get a coarse gloss map
specular=1 1 1
shininess=6
scale=1
vertex_shader
{
file=standard_v.cg
}
fragment_shader
{
file=standard_detail_burn_a_f.cg
; Burn specularity through alpha
;file=standard_burn_a_f.cg
}
}
vf_decal
{
vertex_shader
{
file=standard_v.cg
}
fragment_shader
{
file=standard_transparent_f.cg
}
}
shader_runway_decal~vf_decal
{
cast_shadow=0
layer0
{
map=runway_decal.dds
shininess=6
specular=1 1 1 1
alpha_to_coverage=1
depthwrite=0
alphafunc=gequal 128
}
}
shader_skids_01~vf_decal
{
cast_shadow=0
layer0
{
map=skids_01.dds
shininess=10
specular=0.25 0.25 0.25 1
;alpha_to_coverage=1
depthwrite=0
blendfunc=blend
;alphafunc=gequal 24
}
}