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

democonfig
{
	sound = true;
	developermode = false;
	song = music.mp3
	endtime = 220000
	jumptime = 71000
}

timeline
{
		hajaannus 0 220000 
}

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;;     effects			                                                                        ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

namespace hajaannus
{
	int randomseed = 666

	vector3 pic1offset = 0 0 5.5
	vector3 pic2offset = 0 0 10
	vector3 pic3offset = 0 0 20
	vector3 pic4offset = 0 6 5

	vector3 picture1move = -10 0 10
	vector3 picture2move = 0 -6 4
	vector3 picture3move = 0 0 -7

	vector3 snowparticlecenter = 0 100 200	
	range snowparticlesize = 0.3 2.0
	range snowparticleradius = 0 200
	range snowparticlealpha = 0.6 3
	range snowparticleenergy = 1.5 5.0
	range snowparticlerotspeed = -0.004 0.004
	range snowparticlefallspeed = 0.03 0.15
	range snowparticledrift = -0.03 0.03
	float snowparticleaddtime = 0.005
	color3 snowparticlecolor = 1 0.5 0.3
	int snowparticlemaxcount = 2000

	vector3 handpos  = -40 0 160	
	float handsizex = 50
	float handsizey = 50
	range handangle = 5 -14
	vector3 handmovement = 0 -20 5
	float handalpha = 0.7
	float handalphatausta = 1.0

	vector3 sunparticlecenter = -20 30 200	
	range sunparticlesize = 0.3 2.0
	range sunparticleradius = 50 50
	range sunparticlealpha = 1 1
	range sunparticlespeed = 0.1 0.3
	range sunparticleenergy = 0.2 1.5
	range sunparticlerotspeed = -0.004 0.004
	float sunparticleaddtime = 0.0001
	color3 sunparticlecolor = 1 0.4 0.2
	int sunparticlemaxcount = 2000

	vector3 sundisplace = -50 0 -50

	vector3 windparticlecenter = 100 0 200	
	range windparticlesize = 0.3 0.8
	range windparticleradius = 0 200
	range windparticlealpha = 0.1 0.4
	range windparticleenergy = 1.5 5.0
	range windparticlerotspeed = -0.004 0.004
	range windparticlespeed = -0.1 -0.4
	range windparticledrift = -0.2 0.0
	float windparticleaddtime = 0.0005
	color3 windparticlecolor = 0.7 1 1
	int windparticlemaxcount = 2000

	int textglowcount = 5
	float textglowx = 0.1
	float textglowy = 0.02
	float textglowalpha = 0.55
	float textglowexp = 5.5
}

event feedbackfadein 
{
	time = 15000
	length = 30000
}

event feedbackfadeout
{
	time = 180000
	length = 25000

}
event snow
{
	time = 30000
	length = 25000
}

event death
{
	time = 60000
	length = 35000
}

event sun
{
	time = 105000
	length = 55000
}

event sunfadein
{
	time = 105000
	length = 15000
}

event sunfadeout
{
	time = 154000
	length = 6000
}

event wind
{
	time = 130000
	length = 150000
}

trigger feedcolor
{
	60000 10000
	90000 15000
	160000 50000
}

trigger noisetrigger
{
//	15000 2000 0.4
//	150000 10000 0.2
}

event taustafadein
{
	time = 15000
	length = 15000
}

event loppuzoomin
{
	time = 170000
	length = 30000
}

event picture1
{
	time = 15000
	length = 55000
}
event picture2
{
	time = 55000
	length = 60000
}
event picture3
{
	time = 100000
	length = 70000
}

event picture1fadein
{
	time = 15000
	length = 15000	
}
event picture1fadeout
{
	time = 55000
	length = 15000	
}
event picture2fadein
{
	time = 55000
	length = 15000	
}
event picture2fadeout
{
	time = 100000
	length = 15000	
}
event picture3fadein
{
	time = 100000
	length = 15000	
}
event picture3fadeout
{
	time = 160000
	length = 15000	
}
event picture4fadein
{
	time = 160000
	length = 15000	
}
event picture4fadeout
{
	time = 200000
	length = 10000	
}

event taustafadeout
{
	time = 200000
	length = 10000
}
event globalfadeout
{
	time = 215000
	length = 3500
}


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;;     beat				                                                                        ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

bpm beatquarter
{
	bpm = 17.5
	offset = 0
}

bpm beathalf
{
	bpm = 35
	offset = 0
}

bpm basicbeat0
{
	bpm = 70
	offset = 0
}

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;;     meshes																					;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

/*
mesh testi.obj
{
	usevbo = true
	autotexture = false
	texture = texture1.jpg
	usefacenormals = false
	calculatenormals = false
	retain = true
}
*/
/*
mesh sphere.obj
{
	usevbo = true
}
mesh test.obj
{
	usevbo = true
}
*/
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;;     textures                                                                                 ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false 
; wrap 	 = repeat/clamp
; retain = true/false 
; mipmap = true/false
; filter = nearest / linear 

texture test.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
	retain = true
}
texture brslogo.png
{
	wrap = clamp
}

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

;;;;; NOTE! these are hardcoded into the postprocessing code so if any names are changed, they need to be 
;;;;; changed in the code as well!

rendertarget feedback_0
{
	width = 1024;
	height = 1024;
}
rendertarget feedback_1
{
	width = 1024;
	height = 1024;
}
rendertarget feedback_2
{
	width = 1024;
	height = 1024;
}

rendertarget feedbackflow
{
	width = 64
	height = 64
}

rendertarget flowmap
{
	width = 256
	height = 256
}

rendertarget feedbacktemp1
{
	width = 1024
	height = 1024
}
rendertarget feedbacktemp2
{
	width = 1024
	height = 1024
}

rendertarget taustaflowmap
{
	width = 256
	height = 256
}

rendertarget taustafeedbacktemp1
{
	width = 1024
	height = 1024
}
rendertarget taustafeedbacktemp2
{
	width = 1024
	height = 1024
}
rendertarget handflowmap
{
	width = 256
	height = 256
}

rendertarget handfeedbacktemp1
{
	width = 1024
	height = 1024
}
rendertarget handfeedbacktemp2
{
	width = 1024
	height = 1024
}

rendertarget postprocess_1024
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_1024_2
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_2_1024
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_2_1024_2
{
	width = 1024;
	height = 1024;
}

rendertarget postprocess_512
{
	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;
}


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

; this is for the pixelize shader mainly
texture postprocess_32
{
	filter = nearest
	wrap = clamp
}


; some whitespade needed :)