No glass, but everything else
A nice shiny car-paint shader on the outside and deep directional specular-occlusion (as per tri-ace) with various plastics on the inside.
The black trim around the windshield is rough, seats are somewhat shiny to simulate leather, and gear-shift console is very shiny — hence the strong reflection at the grazing angle in the second picture.
All rendering using the same physically based shader by simply varying surface roughness and the IOR.