;;refraction

[INCLUDE: common/custom_emissive.ini]
HeatingMult = 0.5

[CustomEmissive_1]
Meshes = Object084,



[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DI3CHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3.1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=9000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=80 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=5 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=5 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm




@MTXTN = TurningLights, Channel = 0, Location = FRONT, Direction = "1, 0, 0.25", Spot = 250

[CustomEmissive_2]
Meshes = Object086,

@MTXTN = TurningLights, Channel = 0, Location = REAR, Direction = "1, 0, 0.25", Spot = 250

;[CustomEmissive_3]
Meshes = Object092

@MTXTN = TurningLights, Channel = 0, Location = FRONT, Direction = "1, 0, 0.25", Spot = 250

;[CustomEmissive_4]
Meshes = Object094

@MTXTN = TurningLights, Channel = 0, Location = FRONT, Direction = "1, 0, 0.25", Spot = 250

;[CustomEmissive_5]
Meshes = Right_Headlight_indicator_Glass

@MTXTN = ReverseLights, Channel = 0, Location = REAR, Direction = "1, 0, 0.25", Spot = 250

;[CustomEmissive_6]
Meshes = Left_Headlight_indicator_Glass

@MTXTN = ReverseLights, Channel = 0, Location = REAR, Direction = "1, 0, 0.25", Spot = 250

;[REFRACTING_HEADLIGHT_2]
SURFACE = Object092
INSIDE =Object128,Object102,Object080
SYNC_EMISSIVE_AUTO=1

;[REFRACTING_HEADLIGHT_3]
SURFACE = Object094
INSIDE = Object126,Object100,Object082
SYNC_EMISSIVE_AUTO=1

;[REFRACTING_HEADLIGHT_4]
SURFACE = Right_Headlight_indicator_Glass
INSIDE =Object090
SYNC_EMISSIVE_AUTO=1

;[REFRACTING_HEADLIGHT_5]
SURFACE = Left_Headlight_indicator_Glass
INSIDE = Object090
SYNC_EMISSIVE_AUTO=1

--------------------------

[WIPERS_TRACE_...]
SURFACE =glassf_a
WIPERS=Object040,Object058

[ANIMATED_WIPER_...]
MESHES =Object040,Object058
UNDERLYING_SURFACE =glassf_a 
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =Object040,Object058
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_10000]
DEBUG = 1
MESHES = Object040, Object058
UNDERLYING_SURFACE = glassf_a
GROUP_0 = 'Object040@A=*'
GROUP_0_ANGLE_TO = 90.000000
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = -0.664510, 0.982962, 0.891440
GROUP_0_PIVOT = 0.124690, 0.919662, 1.112840
GROUP_0_SCALE_LUT = '(|0.000=1.000|1.007=0.965|)'
GROUP_1 = 'Object058@A=*'
GROUP_1_ANGLE_TO = 74.699997
GROUP_1_AXIS = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_1_END = -0.167610, 1.007462, 0.987341
GROUP_1_PIVOT = 0.598690, 0.903862, 1.041641
GROUP_1_SCALE_LUT = '(|0.000=1.000|1.005=0.933|)'




---------------------------ANDROID-----------------------------
[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]			; ADD ANDROID AUTO ONTO SCREEN MESH
Meshes = Object480 				; mesh name for screen display
Resolution = 840, 320   		; resoultion of texture in screen mesh
Size = 840, 320        	 		; size of the screen area
Offset = 0, 0        			; offset of screen from top left corner
Scale = 1             		  	; might need adjusting to get the scale right (-/+0.1)
RearCameraPosition = 0, 0.7, -2.0  	; position of rear view camera (x, y, z)
aftermarketComponent = 1		; value "1" needed for older cars

[ODOMETER_MAIN]
DIGITAL_ITEM=4
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=5
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 4
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01


---------------------------Interior---------------------------
; --------------  MESH ADJUSTMENTS  ---------------

[SHADER_REPLACEMENT_...]		; ADD BACKSIDE TO MESH THAT IS TRANSPARENT FROM BEHIND
MESHES=	Object478,	pillartrim_a,Object484,	floor_a	,pillartrim_a001,floor_a001	; name of mesh needing backside
CULL_MODE=DOUBLESIDED			; mode for texture

[WOBBLY_BIT_...]
NAME = Airfreshner
CONNECTED_TO = 0,0,0
MAX_RANGE = .9
DAMPENING_LAG = 0.93
G_GAIN = 2
GRAVITY_GAIN = 3
OFFSET_GAIN = 120
STIFF_AXIS = 0, 0, 0
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0.02
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[EMISSIVE_LIGHT_...]			; bind to headlights button
NAME=wtf					; name of meshes to activate (object1, object2, object3, etc.)
COLOR=1,1,1,1
OFF_COLOR=1,1,1,2			; colour of mesh when active
LAG=0.8					; lag time after activating
SIMULATE_HEATING=0			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]			; bind to headlights button
NAME=Labels1,Labels,Object144,Object146	,Labels2			; name of meshes to activate (object1, object2, object3, etc.)
COLOR=1,1,1,2
OFF_COLOR=1,1,1,5			; colour of mesh when active
LAG=0.8					; lag time after activating
SIMULATE_HEATING=0			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]			; bind to headlights button
NAME=GEO_DISPLAY_Emissive,polymsh_extracted13				; name of meshes to activate (object1, object2, object3, etc.)
COLOR=1,1,1,4
OFF_COLOR=1,1,1,9			; colour of mesh when active
LAG=0.8					; lag time after activating
SIMULATE_HEATING=0			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]			; bind to headlights button
NAME=interior_gauge_emissive				; name of meshes to activate (object1, object2, object3, etc.)
COLOR=1,1,1,4
OFF_COLOR=1,1,1,4			; colour of mesh when active
LAG=0.8					; lag time after activating
SIMULATE_HEATING=0			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=0				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]			; bind to headlights button
NAME=Object149				; name of meshes to activate (object1, object2, object3, etc.)
COLOR=1,1,1,2
OFF_COLOR=1,1,1,4			; colour of mesh when active
LAG=0.8					; lag time after activating
SIMULATE_HEATING=0			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]			; bind to headlights button
NAME=Object480				; name of meshes to activate (object1, object2, object3, etc.)
COLOR=1,1,1,3
OFF_COLOR=1,1,1,7			; colour of mesh when active
LAG=0.8					; lag time after activating
SIMULATE_HEATING=0			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME= Warning_L
COLOR=0,15, 0, 45
LAG=0.0
REPEAT_FREQENCY_HZ=1.8
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=Warning_R
COLOR=0,15, 0, 45
LAG=0.0
REPEAT_FREQENCY_HZ=1.8
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_HANDBRAKE_0]
NAME=Warning_Handbrake
TOGGLE_VISIBILITY = 1
COLOR=40,4,4,1
LAG=0.2
Warning_light

[EMISSIVE_TRACTIONCONTROL_0]
NAME=Warning_TC_OFF
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=Warning_TC
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_Flash_Light]
NAME=Headlights02
COLOR=300,300,300
FLASH=1

[EMISSIVE_...]
NAME=Warning_st_wheel
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=Warning_Engine
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Warning_Tires_press
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 35
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=Warning_FUEL
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=grupsblackss.002
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2


[EMISSIVE_ABS_0]
NAME=Warning_ABS
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_LIGHT_2]
NAME=Warning_light
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=02,20,2, 1
OFF_COLOR=2,20,2,1
FALLBACK_HEADLIGHTS_COLOR=0,0,20,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
-----------------------------EXTERIOR----------------------------
[EMISSIVE_LIGHT_...]
BIND_TO_HEADLIGHTS=1			; bind to headlights button
NAME=					; name of meshes to activate (object1, object2, object3, etc.)
COLOR=100,100,100 			; colour of mesh when active
LAG=0.8					; lag time after activating
SIMULATE_HEATING=3			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME = Object111,Object110,Object108,Object112			 		; name (one or more) of a mesh to glow
COLOR = 40, 25, 10,10      		; glowing color if condition is met
OFF_COLOR = 40, 25, 10,20      		; glowing color otherwise, default value is 0
LAG = 0.8                		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3   		; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR         		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0    		; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_...]
NAME = Object096,Object098			 		; name (one or more) of a mesh to glow
COLOR = 100, 150, 250,10        		; glowing color if condition is met
OFF_COLOR = 0, 0, 0      		; glowing color otherwise, default value is 0
LAG = 0.8                		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3   		; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR         		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 +

[EMISSIVE_LIGHT_...]
NAME = ;Object118,;Object120		 		; name (one or more) of a mesh to glow
COLOR = 100, 0, 0,10        		; glowing color if condition is met
OFF_COLOR = 0, 0, 0      		; glowing color otherwise, default value is 0
LAG = 0.8                		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3   		; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR         		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 


[EMISSIVE_HIGHBEAM_...]			; MAKE A MESH INTO A HIGHBEAM LIGHT
BIND_TO_HEADLIGHTS=0			; bind to headlights button if needed
NAME=Object122,Object124					; name of meshes to activate (object1, object2, object3, etc.)
COLOR=20,20,20, 100			; colour of mesh when active
LAG=0.63				; lag time after activating
SIMULATE_HEATING=0.5			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EMISSIVE_REVERSE_...]			; REVERSE GEAR LIGHTS
NAME = Object136,Object134,Object488,Object490					; name (one or more) of a mesh to glow
COLOR = 25, 55, 55,150         		; glowing color if condition is met
OFF_COLOR = 0, 0, 0      		; glowing color otherwise, default value is 0
LAG = 0.               		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.   		; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR           		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0  


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME= Object126,glasssidemarker_a,Object100
COLOR=35,15, 0, 45
LAG=0.0
REPEAT_FREQENCY_HZ=1.8
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=Object128,Object064, Object102
COLOR=35,15, 0, 45
LAG=0.0
REPEAT_FREQENCY_HZ=1.8
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME= Object140,Object494
COLOR=35, 30,0, 145
LAG=0.4s
REPEAT_FREQENCY_HZ=1.8
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=Object138,Object492
COLOR=35, 30,0, 145
LAG=0.4s
REPEAT_FREQENCY_HZ=1.8
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= group001
OFFSET=-0.15, 0.02, -0.08
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.4
SPOT=180
SPOT_SHARPNESS=0.
COLOR=10,10,10, 1s
FALLBACK_EMISSIVE=1,2.5,4, 1.5 
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

[EMISSIVE_BRAKE_0]
NAME=Object118,Object120
COLOR=100,0,0,30
FALLBACK_HEADLIGHTS_COLOR=100,0,0,10
OFF_COLOR=0,0,0
LAG=0.
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_BRAKE_1]
NAME=taillightchmsl_a
COLOR=255,0,0, 05
FALLBACK_HEADLIGHTS_COLOR=;255,0,0, 0.035
LAG=0.
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[INCLUDE: common/materials_glass.ini]
[Material_Aluminium_v2]
Materials = Chrome_Headlights,Chrome_Texture
Metalness = 0.8
Reflectance = 1
BrightnessAdjustment = 0.2
DetailTexture = 1
;DetailScale = 30
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 5

-------------------------------EXTRA_FX------------------------------


[EXTRA_FX_EMISSIVE_...]
MESHES =Object128,Object126,Object102,Object100  ; list of meshes
RANGE = .05             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 50,35,0,15            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.8         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =Object096,Object098 ; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 50            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 01         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =Object122,Object124 ; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 50            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 01         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =Object108,Object112,Object110,Object111 ; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 01sa         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =Object492,Object494 ; list of meshes
RANGE = .01s            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 550          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 01        ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =Object136,Object134	 ; list of meshes
RANGE = .01             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 550          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = .5        ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =Object120,Object118	 ; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1        ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =taillightlbulbs_a	 ; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0       ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only


[EXTRA_FX_EMISSIVE_...]
MESHES =;GEO_DISPLAY_Emissive	 ; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 01       ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 01        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES =Warning_R,Warning_L	 ; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .1          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0       ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 01        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES = Warning_Tires_press,Warning_light; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .1          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 01       ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 01        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES = Object480; list of meshes
RANGE = .1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 01       ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 01        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
[EXTRA_FX] MASK_GBUFFER =glassrhl_a,glasslhl_a,Object092,Object094,glassltl_a,Object084,glassrtl_a,Object086,glasschmsl_a



------------------------------pbr----------------------------------------


[INCLUDE: common/materials_glass.ini]

[Material_Glass] Windwos Glass (Tint Here - ThicnessMult -> higher value = darker)
Materials = WCWINDOW
ThicknessMult = 5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=

[Material_Glass] Windwos Glass (Tint Here - ThicnessMult -> higher value = darker)
Materials = 
ThicknessMult = 5
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5
FilmIOR=

[Material_PhotoelasticGlass]
Materials = glass
FilmIOR = 3
PhotoelasticityMult = 0.4  
ThicknessMult = 1
MaskPass = 8
MaskPassColor = 104, 4, 0
ExtraLightsAdjustment = 0.018
PhotoelasticityBaseScale = 1     
PhotoelasticityNoiseScale = 0.0003  
PhotoelasticitySpotsScale = 0.001   
PhotoelasticitySpotsOffset = 0.32  
PhotoelasticityStripesScale = 3  

[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,1
POSITION = 0, 0.0, 0.0
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=130,120,120,2
SPECULAR_MULT = 1
RANGE = 0.4

[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=0.9, 0.95, 1, 10
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.3, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.668
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.0, 0.498, 1.79
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=50
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.596
MIRROR_DIRECTION=0
POSITION=0.06, 0.609, -1.99
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.389
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0, 0.612, -2.07
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

[LIGHT_EXTRA_...] ; Fog Lights Front / No Use For Rear