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;;		config																					;;
;;																								;;
;; sound = true/false																			;;
;; debug = true/false																			;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

config
{
	sound = true;
	debug = true;
	song = mermaid.ogg;
}

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;;		fx																					;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
trigger title_trgs
{
	3000 2752
	6355 4758
}

namespace title
{
	float distance = 2.5
	float size = 1.0
	float fadeinstart = 0.05
	float fadeinend = 0.25
	float fadeoutstart = 0.87
	float fadeoutend = 0.95
	float movement = -1.7
	float noise = 0.0004
}

namespace planetscene
{
	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	int glowcount = 6
	float glowx = 0.045
	float glowy = 0.045
	float glowalpha = 0.93
	float glowexp = 3.5

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
};

namespace planet
{
	string planettexture = planet_b.png

	int seed = 1239
	int particlecount = 4000
};

namespace linebands
{
	int seed = 3650

	int bandcount = 400
	int steps = 200
	int spread = 10

	float defaultsub = 0.0005f
	float basssub = 0.0025f
	float bassexp = 2.3f

	color3 color1 = 1.0f 1.0f 0.2f
	color3 color2 = 0.8f, 0.7f, 0.2f
	color3 color3 = 1.0f, 0.5f, 0.15f
};

namespace icefractalscene
{
	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	int glowcount = 9
	float glowx = 0.01
	float glowy = 0.01
	float glowalpha = 0.92
	float glowexp = 4.0

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
};

trigger ifcamera_trg
{
	31000 500
	32850 500
	34700 500
	36550 500
	38400 500
	40250 500
	42100 500
	43950 500
	45800 500
	47650 500
	49500 500
	51350 500
	53200 500
	55050 500
	56900 500
	58750 500
	60600 500
};

namespace wind
{
	string windtexture = phong.jpg
	int windmaxcount = 10000
	int windaddcount = 5000
	float windminsize = 0.03
	float windmaxsize = 0.05
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.15
	float windmaxfade = 0.4
	float winddeviationstrength = 0.5
	Vector3 winddirection = 0 -1 0
	Vector3 windminpos = -10 -2 -10
	Vector3 windmaxpos = 10 10 10
};

namespace wind2
{
	string windtexture = circle.png
	int windmaxcount = 10000
	int windaddcount = 5000
	float windminsize = 0.02
	float windmaxsize = 0.04
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.15
	float windmaxfade = 0.4
	float winddeviationstrength = 0.9
	Vector3 winddirection = 0 -1 0
	Vector3 windminpos = -10 -2 -10
	Vector3 windmaxpos = 17 10 17
};

namespace icefractal
{
	int seed = 1239
	int particles = 700000
};

namespace tunnel
{
	string tunneltexture = planet_a.png
	string tunneltexture2 = planet_b.png
	string tparticletexture = phong2.jpg
	float bandnearplane = -1.0
	float bandfarplane = -50.0
	int bandnum = 20
	int particlenum = 256
};

namespace tunnelscene
{
	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	int glowcount = 9
	float glowx = 0.78
	float glowy = 0.78
	float glowalpha = 0.98
	float glowexp = 2.0

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
};

trigger cbcamera_trg
{
	75700 4500
	80200 3900
	84100 3900
	88000 3900
	91900 3900
	95800 3900
	99700 3700
	103400 4000
};

namespace wind3
{
	string windtexture = smallpt.jpg
	int windmaxcount = 50000
	int windaddcount = 10000
	float windminsize = 0.03
	float windmaxsize = 0.05
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.2
	float windmaxfade = 0.5
	float winddeviationstrength = 0.5
	Vector3 winddirection = 2 0 0
	Vector3 windminpos = -100 -3 -100
	Vector3 windmaxpos = 100 10 100
};

namespace cubescene
{
	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
};

namespace wind4
{
	string windtexture = smallpt.jpg
	int windmaxcount = 25000
	int windaddcount = 5000
	float windminsize = 0.03
	float windmaxsize = 0.05
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.2
	float windmaxfade = 0.5
	float winddeviationstrength = 0.5
	Vector3 winddirection = 2 0 0
	Vector3 windminpos = -25 -3 -25
	Vector3 windmaxpos = 25 3 25
};

namespace wind5
{
	string windtexture = phong3.jpg
	int windmaxcount = 15000
	int windaddcount = 2500
	float windminsize = 0.03
	float windmaxsize = 0.05
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.2
	float windmaxfade = 0.5
	float winddeviationstrength = 0.5
	Vector3 winddirection = 2 0 0
	Vector3 windminpos = -25 -3 -25
	Vector3 windmaxpos = 25 3 25
};

namespace wind6
{
	string windtexture = phong4.jpg
	int windmaxcount = 10000
	int windaddcount = 1500
	float windminsize = 0.03
	float windmaxsize = 0.05
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.2
	float windmaxfade = 0.5
	float winddeviationstrength = 0.5
	Vector3 winddirection = 2 0 0
	Vector3 windminpos = -25 -3 -25
	Vector3 windmaxpos = 25 3 25
};

namespace wave
{
	float accx = -0.001
	float accy = 0.0005
	float rot = 0.05
	float brokentime = 8.25
};

namespace oceanscene
{
	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
};

namespace wind7
{
	string windtexture = spiral.png
	int windmaxcount = 5000
	int windaddcount = 2500
	float windminsize = 0.02
	float windmaxsize = 0.04
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.15
	float windmaxfade = 0.4
	float winddeviationstrength = 0.9
	Vector3 winddirection = -1 1 0
	Vector3 windminpos = -10 -2 -10
	Vector3 windmaxpos = 17 10 17
};

namespace cubecurve
{
	int cubenum = 50
	int cubenumv = 100
};

namespace sun
{
	string suntexture = phong2.jpg
	float sunsize = 3.0
	Vector3 sunpos = -3.0 5.0 -10.0
};

namespace cubecurvescene
{
	vector3 cam1 = 0 0 -2.5
	vector3 cam2 = 0 2 -5
	vector3 tgt1 = 0 2 -7.5
	vector3 tgt2 = 0 4 -10

	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
	
	float shakepower = 0.25
};

namespace wind8
{
	string windtexture = smallpt.jpg
	int windmaxcount = 25000
	int windaddcount = 5000
	float windminsize = 0.1
	float windmaxsize = 0.3
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.2
	float windmaxfade = 0.5
	float winddeviationstrength = 0.5
	Vector3 winddirection = 0 0 10
	Vector3 windminpos = -25 -25 -25
	Vector3 windmaxpos = 25 25 25
};

namespace cubetunnel
{
	float bandnearplane = 150.0
	float bandfarplane = -150.0
	int bandnum = 120
};

namespace cubetunnelscene
{
	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
};

namespace wind9
{
	string windtexture = spiral.png
	int windmaxcount = 5000
	int windaddcount = 2500
	float windminsize = 0.02
	float windmaxsize = 0.04
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.15
	float windmaxfade = 0.4
	float winddeviationstrength = 0.9
	Vector3 winddirection = 1 1 0
	Vector3 windminpos = -10 -2 -10
	Vector3 windmaxpos = 17 10 17
};

namespace sun2
{
	string suntexture = phong2.jpg
	float sunsize = 3.0
	Vector3 sunpos = -3.0 5.0 -10.0
};

namespace octtube
{
	float maxenergy = 3000.0
	float energydecrease = 1.0
	float maxscale = 1.0
	Vector3 accrate = 0.0001 0.0001 0.0001
	range radius = 0.5 1.0
	float radiussize = 15.0
};

namespace asteroid
{
	string asteroidtexture = planet_c.png
	int ptcount = 25000
	range size = 0.5 1.0
	float energy = 1.0
	float fade = 1.0
	float energydecrease = 0.0
};

namespace tubecurvescene
{
	vector3 cam1 = 0 0 -2.5
	vector3 cam2 = 0 2 -5
	vector3 tgt1 = 0 2 -7.5
	vector3 tgt2 = -10 4 -10

	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12

	float shakepower = 0.25
};

namespace wind10
{
	string windtexture = smallpt.jpg
	int windmaxcount = 15000
	int windaddcount = 2500
	float windminsize = 0.05
	float windmaxsize = 0.08
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.15
	float windmaxfade = 0.4
	float winddeviationstrength = 0.9
	Vector3 winddirection = 0 1 0
	Vector3 windminpos = -50 -2 -50
	Vector3 windmaxpos = 50 10 50
};

namespace sun3
{
	string suntexture = phong5.jpg
	float sunsize = 3.0
	Vector3 sunpos = -3.0 5.0 -10.0
};

namespace octtube2
{
	float maxenergy = 3000.0
	float energydecrease = 1.0
	float maxscale = 1.0
	Vector3 accrate = 0.0000001 0.0 -0.0001
	range radius = 15.0 20.0
	float radiussize = 15.0
	Vector3 endpos = -20.0 2.0 -100.0
};

namespace tentacle
{
	string tentacletexture = twirl.png

	int seed = 79
	int particlecount = 10000
};

trigger allworldcamtriggers
{
	225000 3600
	228700 3600
	232400 3600
	236100 3600
	239800 3600
};

namespace asteroid2
{
	string asteroidtexture = planet_d.png
	int ptcount = 25000
	range size = 0.5 1.0
	float energy = 1.0
	float fade = 1.0
	float energydecrease = 0.0
};

namespace allworldscene
{
	vector3 cam1 = 1 0 -15
	vector3 cam2 = -1 2.5 -25
	vector3 tgt1 = 1.0 3.0 -7.5
	vector3 tgt2 = -1.0 1.0 -15.0

	vector3 cam3 = 1 2.5 -16
	vector3 cam4 = 0 -1 -25
	vector3 tgt3 = 0 1.0 -5.0
	vector3 tgt4 = 1 -1.0 -12.5

	vector3 cam5 = -1 -2.5 -17
	vector3 cam6 = -1 1.0 -20
	vector3 tgt5 = 1.0 1.0 -7.5
	vector3 tgt6 = -1.0 -3.0 -10.0

	vector3 cam7 =  1 1 -16
	vector3 cam8 = -2 2.5 -20
	vector3 tgt7 = -1.0 -1.0 -5.0
	vector3 tgt8 =  1.0 2.0 -7.5

	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	float videoinstart = 0.0
	float videoinend = 0.3
	float videooutstart = 0.9
	float videooutend = 0.97

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12
};

namespace asteroid3
{
	string asteroidtexture = planet_d.png
	int ptcount = 25000
	range size = 0.5 1.0
	float energy = 1.0
	float fade = 1.0
	float energydecrease = 0.0
	float brokentime = 4.3
};


namespace finalscene
{
	vector3 cam1 = 0 0 -2.5
	vector3 cam2 = 0 2 -5
	vector3 tgt1 = 0 2 -7.5
	vector3 tgt2 = -10 4 -10
	float camsavespd = 0.25

	float fadestart = 0.0
	float fadeend = 0.1
	float fadeoutstart = 0.9
	float fadeoutend = 0.97

	float noisefadestart = 0.3
	float noisefadeend = 0.6
	float noisestrength = 0.12

	float shakepower = 0.35
};

trigger crew_trgs
{
	249000 2752
	253000 4758
}

namespace crew
{
	float distance = 3.5
	float size = 1.0
	float fadeinstart = 0.05
	float fadeinend = 0.25
	float fadeoutstart = 0.77
	float fadeoutend = 0.95
	float movement = 1.7
	float noise = 0.0002
}

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;;     textures                                                                                 ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false 
; repeat = true/false
; retain = true/false 
; mipmap = true/false
; cubemap = true/false
; filter = nearest / linear 

texture noise1.jpg
{
	repeat = true
}
texture noise2.jpg
{
	repeat = true
}
texture noise3.jpg
{
	repeat = true
}
texture sphere.jpg
{
	repeat = true
}

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;;     postprocessing rendertargets                                                             ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

rendertarget postprocess_1024
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_1024_2
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_512
{
	width = 512;
	height = 512;
}
rendertarget postprocess_512_2
{
	width = 512;
	height = 512;
}
rendertarget postprocess_256
{
	width = 256;
	height = 256;
}
rendertarget postprocess_256_2
{
	width = 256;
	height = 256;
}
rendertarget postprocess_128
{
	width = 128;
	height = 128;
}
rendertarget postprocess_128_2
{
	width = 128;
	height = 128;
}
rendertarget postprocess_64
{
	width = 64;
	height = 64;
}
rendertarget postprocess_64_2
{
	width = 64;
	height = 64;
}
rendertarget postprocess_32
{
	width = 32;
	height = 32;
}


texture postprocess_1024
{
	wrap = clamp;
}
texture postprocess_1024_2
{
	wrap = clamp;
}
texture postprocess_512
{
	wrap = clamp;
}
texture postprocess_512_2
{
	wrap = clamp;
}
texture postprocess_256
{
	wrap = clamp;
}
texture postprocess_256_2
{
	wrap = clamp;
}
texture postprocess_1284
{
	wrap = clamp;
}
texture postprocess_128_2
{
	wrap = clamp;
}
texture postprocess_64
{
	wrap = clamp;
}
texture postprocess_64_2
{
	wrap = clamp;
}

texture postprocess_32
{
	filter = nearest
	wrap = clamp
}
