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

config
{
	sound = true;
	developermode = false;
;	song = sound.ogg
	song = I_wish_it_would_just_go_away.ogg
	endtime = 298000
	jumptime = 220000
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     oikeat efektit                                                                           ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event someevent
{
	time = 40000
	length = 1000
}

trigger sometriggers
{
	1000 1000
	2000 1000
	3000 1000
	4000 1000
}
namespace blend
{
	int randomseed = 666
	int zres = 50
	int xres = 50
	int yres = 50
	
	float depth = 2.0f
	float width = 2.0f
	float height = 2.0f
}
namespace photomap
{
	int randomseed = 666
	
	float bound0 = 5.0
	float bound1 = 0.0
	float bound2 = -5.0
	
	range trispeed = 0.01 0.02
	vector3 campos = 0.0 0.0 -15.0
	vector3 camtgt = 0.0 0.0 0.0
	
	
	int glowsteps = 5;
	float glowx = 0.05f;
	float glowy = 0.05f;
	float glowbluralpha = 0.91f;
	float glowexp = 1.9f;
	bool glowcombine = true;
}

trigger alkusync
{
	3002 1000
	3853 1000
	8174 1000
	7506 1000
	9224 1000
	10174 1000
	13477 1000
	14462 1000
	18214 1000
	18782 1000
	19882 1000
	20899 1000 
}
event alkufadeout
{
	time = 21000
	length = 500
}
namespace alku
{
	int itemcount = 100
	range itemsize = 0.03 0.05
	range itemfade = 0.3f 0.5f
	range itemmove = 0.00001f 0.00004f

	color3 color1 = 1.0f 0.8f 0.4f
	color3 color2 = 1.0f 0.4f 0.1f
	color3 color3 = 0.8f 0.4f 0.5f
	color3 color4 = 0.3f 0.6f 1.0f

	range itemlength = 0.04 0.08
	
	int alkuglowsteps = 6;
	float alkuglowxstep = 0.06f;
	float alkuglowystep = 0.06f;
	float alkuglowalpha = 0.99f;
	float alkuglowexp = 1.f;
}


event logofadein
{
	time = 10800
	length = 6000
}

event logofadeout
{
	time = 27000
	length = 3000
}
event logocolorfadein
{
	time = 21100
	length = 2000
}
event logocolorfadeout
{
	time = 27000
	length = 3000
}

event logoflash1
{
	time = 17000
	length = 2000
}
event logoflash2
{
	time = 17200
	length = 2500
}
event logoflash3
{
	time = 17500
	length = 4000
}
event logoflash5
{
	time = 17600
	length = 5000
}
event logoflash4
{
	time = 17900
	length = 2000
}

namespace logo
{
	vector3 logopos = 0.504 0.5 1.0
	vector3 logodelta = -0.04 0.0 0.0
	float logosize = 0.7
	float flashpow = 3.0
	float flashmul = 1.0
	
	int glowsteps = 6;
	float glowxstep = 0.005f;
	float glowystep = 0.005f;
	float glowalpha = 0.92f;
	float glowexp = 1.0f;

	
}

event partparticlefadein
{
	time = 108000
	length = 10000

}
event partbeatstart
{
	time = 150000
	length = 1000
}
event partemitterturnon
{
	time = 150000
	length = 1000

}

event partemitstop
{
	time = 171500
	length = 1000

}

; not in use
event partfadeout
{
	time = 173500
	length = 1000
}
event partfadein
{
	time = 108000
	length = 1000
}

trigger partmelodysync
{
	150888 100
	153507 100
	156208 117
	158877 117
	161546 117
	164081 134
	166807 167
	169476 183
}

event partbackgroundout
{
	time = 165000
	length = 1000
}



trigger partsirensync
{
	121403 500
	121904 500
	122505 500
	123172 500
	123822 500
	124539 500
	125190 500
	125857 500
	126524 500
	127125 500
	127792 500
	128492 500
	129143 500
	129844 500
	130544 500
	131229 500
	131879 500
	132546 500
	133247 500
	133863 500
	134530 500
	142561 500
	143145 500
	143829 500
	144563 500
	145164 500
	145881 500
	146514 500
	147181 500
	147832 500
	148533 500
	149183 500
	149850 500
	150467 500
	151118 500
	151902 500
	152536 500
	165964 500
	166547 500
	167214 500
	167848 500
	168532 500
	169232 500
	169886 500
	170550 500
	171217 500
	171857 500
	172473 500
}

trigger partplingtrigger
{
	150261 1000
	155532 1000
	160855 1000
	166225 1000
	171514 1000
}

namespace part
{
	int seed = 519065910
	color3 particlecolor1 = 1.0f 0.8f 0.4f
	color3 particlecolor2 = 0.8f 0.55f 0.13f
	color3 particlecolor3 = 0.8f 0.4f 0.5f
	color3 particlecolor4 = 0.7f 0.88f 1.0f
	int maxparticles = 25000
	int particleaddcount = 200
	int emittercount = 25
	range particleaddradius1 = 0.1f 3.0f
	range particleaddradius2 = 0.1f 3.0f
	range particleinitialenergy1 = 1.6f 2.9f
	range particleinitialenergy2 = 1.6f 2.9f
	range particlemaxfade = 0.1f 0.4f
	range particlespeed = 1.4f 1.3f
	float turbulencespeed = 0.003f
	float rotationspeed = 0.005f
	
	
	int flashcount = 500
	range flashtime = 0.1 0.40
	range flashduration = 0.07 0.10
	range flashsize = 0.009 0.012
	range flashalpha = 0.2 0.4
	range flashspeed = 0.0004 0.0015
	range flashradius = 1 5
	
	range cameradistance = 5 9
	
	int backgrounditemcount = 0
	range backgrounditemalpha = 0.06 0.14
	range backgrounditemsize = 1.3 3.7
	range backgrounditemdistance = 13 17
	color3 backgrounditemcolor1 = 1.0f 0.8f 0.4f
	color3 backgrounditemcolor2 = 1.0f 0.4f 0.1f
	color3 backgrounditemcolor3 = 0.8f 0.4f 0.5f
	color3 backgrounditemcolor4 = 0.7f 0.88f 1.0f
	
	int glowsteps = 7;
	float glowxstep = 0.02f;
	float glowystep = 0.02f;
	float glowalpha = 0.99f;
	float glowexp = 0.7f;
	float glowexp2 = 0.2f;
}

event spikefadein
{
	time = 21500
	length = 2000
}
event spikefadeout
{
	time = 64000
	length = 5000

}

event spikepart2
{
	time = 42500
	length = 1000
}
trigger spiketriggers
{
	43501 1000
	48822 1000
	54163 1000
	59517 1000
}


trigger spiketriggers2
{
	28860 1000
	29577 1000
	30611 1000
	31563 1000
	34932 1000
	35916 1000
	39536 1000
	40219 1000
	41254 1000
	42238 1000
	45557 1000
	46608 1000
	50211 1000
	50878 1000
	51913 1000
	52888 1000
	56249 1000
	57266 1000
	60919 1000
	61621 1000
	62572 1000
	63539 1000
}

namespace spike
{
	int seed = 3159	
	int itemdim = 20
	range itemheight = 2 2.5
	float itemspacing = 0.85
	range itemalpha = 0.01 0.9
	range itemsteplength = 0.2 0.3
	range itemspacing = 0.4 0.4
	range itemjitter = -0.04 0.04
	vector3 itemcenter = 0 0 5
	
	float cameraspeed = 0.001f
	
	range itemfadeinstart = 0.0 0.4
	range itemfadeinlength = 0.3 0.4
	
	color3 particlecolor1 = 1.0f 0.8f 0.4f
	color3 particlecolor2 = 1.0f 0.4f 0.1f
	color3 particlecolor3 = 0.8f 0.4f 0.5f
	color3 particlecolor4 = 0.7f 0.88f 1.0f
	int glowsteps = 7;
	float glowxstep = 0.015f;
	float glowystep = 0.015f;
	float glowalpha = 0.99f;
	float glowexp = 0.5f;
	
}

namespace kasimir
{
	float cameraspeed = 0.003f
	int guaranteedsets = 3
	float setchance = 0.1f
	
	range paintingalpha = 0.1 0.3
	range linealpha = 0.4 0.6
	
	int glowsteps = 5;
	float glowxstep = 0.03f;
	float glowystep = 0.03f;
	float glowalpha = 0.99f;
	float glowexp = 0.3f;
	
}
namespace tree
{
	int lightcount = 30
	int seed = 305919;
	range lightsize = 0.3f 1.6f
	range lightsizemod = -0.005f 0.005f
	range lightradius = 12.0f 15.0f
	range lightheight = 0.0f 7.0f
	range lightlight = 0.2f 0.6f
	
	range camerarotation = -0.002f 0.002f 
	range cameraradius = 5.0f 11.5f
	range cameraheight = 3.0f 7.0f
	float cameraspeed = 0.3f
	
	int totemcount = 1
	int totemstriplength = 30
	color3 totemcolor = 0.8f 0.4f 0.5f
	int totembranches = 200
	float branchstep = 0.2f
	range branchstart = 0.2f 0.8f

	color3 color1 = 1.0f 0.8f 0.4f
	color3 color2 = 1.0f 0.4f 0.1f
	color3 color3 = 0.8f 0.4f 0.5f
	color3 color4 = 0.3f 0.6f 1.0f

	int lightglowsteps = 5;
	float lightglowxstep = 0.03f;
	float lightglowystep = 0.03f;
	float lightglowalpha = 0.99f;
	float lightglowexp = 0.3f;

	int treecount = 1;
}

event fallfadein
{
	time = 192000
	length = 3000
}
event fallfadeout
{
	time = 234000
	length = 500

}

event virtamiddlefadein
{
	time = 61500
	length = 2000
}

event virtacamchangestart
{
	time = 64001
	length = 1000
}

event virtacamrotatestart
{
	time = 93000
	length = 10000
}
event virtacammovestart
{
	time = 75000
	length = 14000

}
trigger virtasync
{
	70209 1500
	75530 1500
	80868 1500
	86222 1500
	91559 1500
	96863 1500
	102218 1500
}

trigger virtasync2
{
	79523 1000
	79923 1000
	80506 1000
	81157 1000
	81824 1000
	82525 1000
	83209 1000
	83876 1000
	84560 1000
	85227 1000
	85878 1000
	86527 1000
	87212 1000
	87912 1000
	88529 1000
	89196 1000
	89864 1000
	90565 1000
	91182 1000
	99899 1000
	100516 1000
	101183 1000
	101851 1000
	102551 1000
	103201 1000
	103885 1000
	104586 1000
	105236 1000
	105854 1000
	106521 1000
	107205 1000
}

trigger virtasync3
{
	67000 500
	68867 500
	71519 500
	72253 500
	73220 500
	74221 500
	77641 500
	78575 500
	82261 500
	82878 500
	83855 500
	84846 500
	88233 500
	89234 500
	92920 500
	93549 500
	94571 500
	95572 500
	98874 500
	99858 500
	103539 500
	104212 500
	105246 500
	106197 500
}

event virtasyncperiod1
{
	time = 78000
	length = 20000
}

event virtasyncperiod2
{
	time = 100000
	length = 8000
}

event virtafadeoutstart
{
	time = 109000
	length = 9000
}

event virtabackgrounditemfadein
{
	time = 61000
	length = 4000

}

namespace virta
{
	int seed = 15044
	int emitterpathcount = 0
	int emittercirclecount = 50
	int emitterlinecount = 0
	
	int particlesperemitter = 500

	float pointsize = 4.f
	float cameraspeed = 0.0005f
	float camerarotation = 0.0001
	range camspeed = 0.0002 0.0006
	
	range emitterfadeinstart = 0.0 0.23
	range emitterfadeinlength = 0.27 0.40

	int backgrounditemcount = 600
	float backgroundalpha = 0.2
	range backgrounditemlength = 1 3
	range backgrounditemspacing = 0.1 0.1 
	range backgrounditemsteplength = 0.4 0.4
	range backgrounditemdistance = -8.0 6.0
	range backgrounditemposition = 0.2 4.0
	float backgrounditemalwaysonprobability = 0.3
	range backgrounditemstarttime = 0.08 0.99
	range backgrounditemfadeinlength = 0.04 0.1

	color3 pathcolor1 = 1.0f 0.8f 0.4f
	color3 pathcolor2 = 1.0f 0.4f 0.1f
	color3 pathcolor3 = 0.8f 0.4f 0.5f
	color3 pathcolor4 = 0.3f 0.6f 1.0f
	color3 pathcolor5 = 0.3f 1.0f 0.6f

	float emittingprobability = 0.5
	float emitterspecialfade = 0.95f
	float emitterspecialprobability = 0.3f
	range emitterdistance = -4.0 4.0
	range emitterposition = 0.2 4.0
	range emittermovement = 0.0001f 0.0005f
	range emitterfade = 0.7 1.0
	
	range curvepoints = 10 20
	range curvedistancestep = 0.3 0.9
	
	range linelength = 1 3
	range circleradius = 0.1 0.9
	
	range particlelifetime = 0.4 2.9
	range particlespeed = 0.0001 0.0005
	range particlealpha = 0.4 0.8

	int virtaglowsteps = 9;
	float virtaglowxstep = 0.06f;
	float virtaglowystep = 0.06f;
	float virtaglowalpha = 0.99f;
	float virtaglowexp = 1.3f;
	
}


trigger gardensync
{
	176894 1000
	182231 1000
	187568 1000
}

trigger gardensiren
{
	187294 1000
	187845 1000
	188496 1000
	189129 1000
	189830 1000
	190498 1000
	191165 1000
	191848 1000
	192499 1000
}


event coronaemitstart
{
	time = 174000
	length = 4000
}

trigger coronacamerachange
{
	176186 1000
	181459 1000
	186781 1000
}

namespace corona
{
	int seed = 350981

	float cameraspeed = 0.003f
	range cameradistance = 14 18
	range cameraheight = 4 8

	color3 particlecolor1 = 1.0f 0.8f 0.4f
	color3 particlecolor2 = 1.0f 0.4f 0.1f
	color3 particlecolor3 = 0.8f 0.4f 0.5f
	color3 particlecolor4 = 0.7f 0.88f 1.0f

	int itemdim = 70
	range itemheight = 0.3f 0.5f
	float itemspacing = 1.85
	range itemspacing = 0.4 0.4
	range itemalpha = 0.25 0.9
	range itemsteplength = 0.1 0.13
	range itemjitter = -0.2 0.2
	vector3 itemcenter = 0 0 0
	range itemfadeinstart = 0.0 0.1
	range itemfadeinlength = 0.1 0.15

	range particlelifetime = 1.4 3.9
	range particlespeed = 0.0003 0.0009
	range particlealpha = 0.4 0.9

	int flashcount = 300
	range flashtime = 0.1 1.0
	range flashduration = 0.07 0.14
	range flashsize = 0.04 0.1
	range flashalpha = 0.6 0.9
	range flashspeed = 0.001 0.01
	range flashradius = 1 11
	range flash_y = 1 8
	int particlespercorona = 15000;
	
	int glowsteps = 14;
	float glowxstep = 0.04f;
	float glowystep = 0.04f;
	float glowalpha = 0.99f;
	float glowexp = 0.7;

	int coronaglowsteps = 8;
	float coronaglowxstep = 0.015f;
	float coronaglowystep = 0.015f;
	float coronaglowalpha = 0.99f;
	float coronaglowexp = 1.3;
	
}


namespace garden
{
	int seed = 350981

	float cameraspeed = 0.001f
	range cameradistance = 13 20
	range cameraheight = 2 4

	int startseedcount = 40
	range seedradius = 1 15
	range initialseedvelocity = 0.015 0.025
	range seedgravity = 0.00005 0.0001
	range seedcutoff = -0.003 -0.02
	range seedmaxalpha = 0.5 0.9

	range branchespertree = 20 40
	range branchalpha = 0.4 0.7
	range branchgrowspeed = 0.01 0.09
	
	color3 particlecolor1 = 1.0f 0.8f 0.4f
	color3 particlecolor2 = 1.0f 0.4f 0.1f
	color3 particlecolor3 = 0.8f 0.4f 0.5f
	color3 particlecolor4 = 0.7f 0.88f 1.0f

	int itemdim = 40
	range itemheight = 0.2f 0.5f
	float itemspacing = 1.45
	range itemspacing = 0.4 0.4
	range itemalpha = 0.01 0.9
	range itemsteplength = 0.1 0.13
	range itemjitter = -0.2 0.2
	vector3 itemcenter = 0 0 0
	range itemfadeinstart = 0.0 0.1
	range itemfadeinlength = 0.1 0.15

	
	int glowsteps = 7;
	float glowxstep = 0.05f;
	float glowystep = 0.05f;
	float glowalpha = 0.99f;
	float glowexp = 1.9;
	
}

material fallspherematerial
{
	diffuse = 0.03 0.03 0.05
	ambient = 0 0 0
	specular = 0 0 0
	shininess = 50
}

trigger fallcamerachange
{
	197544 1000
	202815 1000
	208103 1000
	213507 1000
	218794 1000
	224098 1000
	229503 1000
}
namespace fall
{
	int seed = 51;
	int cameraseed = 1

	int collisioncount = 40
	range collisionsize = 0.8 1.13
	range collisionmovementspeed = 0.3 0.9
	range collisionsizespeed = 0.1 0.4
	range collisionrange = 0 10
	float collision_y_mod = 0.4
	
	float gridcellsize = 0.5

	int particlecount = 20000
	color3 particlecolor1 = 1.0f 0.8f 0.4f
	color3 particlecolor2 = 1.0f 0.4f 0.1f
	color3 particlecolor3 = 0.8f 0.4f 0.5f
	color3 particlecolor4 = 0.3f 0.6f 1.0f
	
	float particleemitterprobability = 0.95
	int addparticlesperframe = 30
	range particlealpha = 0.5 0.9
	range particlelifetime = 3.5 6.0
	range particlebounce = 0.1 0.4
	range particleinitialdeviation = -0.000235 0.000235
	float gravity = 0.00007f
	float particlebouncelifetimeadd = 3.5f;
	range particledragconstant = 0.995 0.999
	
	int emittercount = 40
	range emitterrange = 0.1 7.0
	float emitter_y = 5.0f
	range emitterenable = 0.0 0.3
	float particle_die_y = -5.f

	range camerarotation = -0.0003f 0.0003f 
	range cameraradius = 8.0f 11.5f
	range cameraheight = 2.5f 4.0f
	range cameraangle = -0.2 0.2
	float cameraspeed = 0.5f
		
	int backgrounditemcount = 50
	range backgrounditemalpha = 0.05 0.1
	range backgrounditemsize = 1.3 3.7
	range backgrounditemdistance = 17 21
	color3 backgrounditemcolor1 = 1.0f 0.8f 0.4f
	color3 backgrounditemcolor2 = 1.0f 0.4f 0.1f
	color3 backgrounditemcolor3 = 0.8f 0.4f 0.5f
	color3 backgrounditemcolor4 = 0.3f 0.6f 1.0f

	vector3 lightposition = 0 0 0
	color3 lightdiffuse = 1 1 1
	color3 lightambient = 0.1 0.1 0.1
	color3 lightspecular = 1 1 1
	
	int glowsteps = 7;
	float glowxstep = 0.034f;
	float glowystep = 0.034f;
	float glowalpha = 0.999f;
	float glowexp = 0.9f;
	
}


event endfadeend
{
	time = 291000
	length = 5000
}
event endfadestart
{
	time = 235000
	length = 3000
}
event heartbackgroundparticlefadein
{
	time = 232500
	length = 3000

}

event heartlinefadeout
{
	time = 281000
	length = 10000
}

event heartlogo1
{
	time = 289000
	length = 3000
}
event heartlogo2
{
	time = 291000
	length = 3000
}

event heartlogo3
{
	time = 293000
	length = 3000
}

event creditfade1
{
	time = 293000
	length = 1000

}
event creditfade2
{
	time = 294000
	length = 1000

}
event creditfade3
{
	time = 295000
	length = 1000

}
event creditfade4
{
	time = 296000
	length = 1000
}

event heartcamerastop
{
	time = 279000
	length = 1000
}

; wild thyng
; you make my
; heart sync
trigger heartsync
{
	237472 1000
	238542 1000
	242192 1000
	242862 1000
	243852 1000
	244862 1000
	247552 1000
	248172 1000
	249232 1000
	252922 1000
	253502 1000
	254542 1000
	255562 1000

}

trigger heartcamerachange
{
	245518 218
	256128 200
	266972 200
	277615 150
}
namespace heart
{
	int pathcount = 75
	int seed = 135091
	color3 pathcolor1 = 1.0f 0.8f 0.4f
	color3 pathcolor2 = 1.0f 0.4f 0.1f
	color3 pathcolor3 = 0.8f 0.4f 0.5f
	color3 pathcolor4 = 0.3f 0.6f 1.0f
	color3 pathcolor5 = 1.0f 1.0f 1.0f

	range cameradistance = 8 11
	float rotationspeed = 0.01f

	float heartsize = 1.7
	range pathstart = 0.04f 0.65f
	range pathtime = 0.2f 0.3f
	range pathstartdistance = 8.0f 10.0f
	range pathenddistance = 1.50 1.8
	range curvetwist1 = 1.0 4.0
	range curvetwist2 = 2.0 3.0
	range curvetwist3 = -1 2
	float pathrotationexponent = 15.0;
	range linealpha = 0.5 0.7
		
	int particlesperpath = 200
	range particlealpha = 0.1 0.25
	range particlelifetime = 1.5 3.0
	range particleinitialpos = 0.03 0.09
	range particleinitialspeed = 0.0002 0.0005
	
	int backgroundparticles = 2000
	range backgroundparticledistance = 1.5 6.0
	range backgroundparticlespeed = 0.0001 0.0006
	range backgroundparticlealpha = 0.1 0.3
	
	int backgrounditemcount = 0
	range backgrounditemalpha = 0.05 0.1
	range backgrounditemsize = 1.3 3.7
	range backgrounditemdistance = 17 21
	color3 backgrounditemcolor1 = 1.0f 0.8f 0.4f
	color3 backgrounditemcolor2 = 1.0f 0.4f 0.1f
	color3 backgrounditemcolor3 = 0.8f 0.4f 0.5f
	color3 backgrounditemcolor4 = 0.3f 0.6f 1.0f
	color3 backgrounditemcolor5 = 1.0f 0.8f 0.4f
	
	vector3 logopos = 0.5 0.5 1.0
	float logosize = 0.5
	
	vector3 credit1pos = 0.5 0.5 1.0
	vector3 credit1delta = 0.00 -0.01 0.0
	float credit1size = 0.07
	vector3 credit2pos = 0.5 0.5 1.0
	vector3 credit2delta = 0.0 -0.01 0.0
	float credit2size = 0.07
	vector3 credit3pos = 0.5 0.5 1.0
	vector3 credit3delta = 0.0 -0.01 0.0
	float credit3size = 0.07
	vector3 credit4pos = 0.5 0.5 1.0
	vector3 credit4delta = 0.0 -0.01 0.0
	float credit4size = 0.07

	int pathpoints = 500
	float pathrendersteps = 500
	int glowsteps = 6;
	float glowxstep = 0.01f;
	float glowystep = 0.01f;
	float glowalpha = 0.94f;
	float glowexp = 0.0f;

}
namespace bleed
{
	float opritroti = 54

}
material somematerial
{
	diffuse = 1 1 1
	ambient = 0.4 0.4 0.4
	specular = 1 1 1
	shininess = 100
}

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

BPM beatquarter
{
	bpm = 11.25
	offset = 0

}
BPM beathalf
{
	bpm = 22.5
	offset = 0
}
BPM basicbeat0
{
	bpm = 45
	offset = 0

}

BPM basicbeat1
{
	bpm = 90
	offset = 0
}

BPM basicbeat2
{
	bpm = 180
	offset = 0
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     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
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     textures                                                                                 ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false 
; wrap 	 = repeat/clamp
; retain = true/false 
; mipmap = true/false
; filter = nearest / linear 

texture ground.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}

texture ceiling.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}
texture photo1.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}
texture photo2.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}
texture photo3.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}
texture brslogo.png
{
	wrap = clamp
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     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 postprocess_1024
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_2048
{
	width = 2048;
	height = 2048;
}

rendertarget postprocess_512
{
	width = 512;
	height = 512;
}
rendertarget postprocess_256
{
	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 :)