[INCLUDE: common/conditions.ini]
[INCLUDE: common/materials_track.ini]
[INCLUDE: common/grass_fx.ini]

[GRASS_FX]
GRASS_MATERIALS =  grassv,grass2v
GRASS_MESHES = 10GRASS,x1_001v
OCCLUDING_MATERIALS_ALPHA = 
OCCLUDING_MATERIALS = 
OCCLUDING_MESHES_ALPHA = 
OCCLUDING_MESHES = 
ORIGINAL_GRASS_MATERIALS = 
ORIGINAL_GRASS_MESHES = 
MASK_BLUR = 2
SHAPE_SIZE = 1.0
SHAPE_TIDY = 1.35
SHAPE_CUT = 0.0
SHAPE_WIDTH = 0.15
TEXTURE = grass_fx/highlands_darker.dds
TEXTURE_GRID = 9, 3
[GRASS_FX_AREA_0]
CENTER = 0, 0
SIZE = 100000, 100000
MODE = ADD
HEIGHT_MULT = 0.05, 0.35

[GRASS_FX_TEXTURE_GROUP_0]
 ; flower grass
PIECE_0 = 1, 1
PIECE_1 = 2, 1
PIECE_1_CHANCE = 25
PIECE_2 = 1, 2, 2, 1
PIECE_2_CHANCE = 0.5
 ;PIECE_3=3, 1
PIECE_4 = 0.5, 0.5
PIECE_4_CHANCE = 0.5
PIECE_4_SIZE_MULT = 0.1,0.1

[GRASS_FX_TEXTURE_GROUP_1]
 ; extra grass converted to sparse tall grass
PIECE_0 = 6, 1
PIECE_0_CHANCE = 0.5
PIECE_0_SIZE_MULT = 1.0,1.25
PIECE_1 = 7, 1
PIECE_1_CHANCE = 0.5
PIECE_1_SIZE_MULT = 1.0,1.2
PIECE_2 = 8, 1
PIECE_2_CHANCE = 0.5
PIECE_2_SIZE_MULT = 1.0,1.2

[GRASS_FX_TEXTURE_GROUP_2]
 ; reeds & tall grass
PIECE_0 = 4, 1, 1, 2
PIECE_0_CHANCE = 0.1
PIECE_0_WIND = 0.2
PIECE_0_SIZE_MULT = 0.5,1
PIECE_2 = 8, 3
PIECE_3 = 8, 2

[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 2.0
SHAPE_WIDTH = 1.05
SHAPE_TIDY = 7.0
SHAPE_CUT = 0.0
MASK_MAIN_THRESHOLD=0
MASK_RED_THRESHOLD=0
MASK_MIN_LUMINANCE=0
MASK_MAX_LUMINANCE=1
TEXTURE_BASE_CHANCE = 0.01
TEXTURE_GROUP_0_CHANCE = 1.02
TEXTURE_GROUP_1_CHANCE = 0.003
TEXTURE_GROUP_2_CHANCE = 1.008

[GRASS_FX_CONFIGURATION_B]
SHAPE_SIZE = 0.01
SHAPE_WIDTH = 0.01
SHAPE_TIDY = 1
SHAPE_CUT = 0.0
MASK_MAIN_THRESHOLD=-1
MASK_RED_THRESHOLD=0
MASK_MIN_LUMINANCE=-1
MASK_MAX_LUMINANCE=1

[GRASS_FX_ADJUSTMENT_1]
MATERIALS =  grassv,grass2v,r_009v
GRASS_MESHES = 10GRASS,x1_001v
USE_MULTILAYER_MASK = 0
USE_MULTIMAP_DETAIL_MASK = 0
 ;MASK_BASE=1
MASK_R = -24
MASK_G = 15
MASK_B = -0.25
MASK_A = -0
MAP = A

; [CONDITION_1]
; NAME = SMOOTH_SUN_A
; INPUT = SUN
; LUT = (|0=0|85=0|85=1|180=1)
; LAG = 0.97

; [CONDITION_2]
; NAME = SHARP_SUN_B
; INPUT = SUN
; LUT = (|0=0|88=0|88=1|180=1)
; LAG = 0

; [CONDITION_3]
; NAME = SMOOTH_SUN_B
; INPUT = SUN
; LUT = (|0=0|88=0|88=1|180=1)
; LAG = 0.97

; [CONDITION_4]
; NAME = NIGHT_SMOOTH
; INPUT = SUN
; LUT = (|0=0|88=0|88=1|180=1)
; LAG = 0.97

[LIGHT_SERIES_0]
MESHES = lampv
OFFSET = 0,9,0
CLUSTER_THRESHOLD = 28
COLOR = 215,147,41,0.09
SPOT = 110
RANGE = 45
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 500
FADE_SMOOTH = 50
DIFFUSE_CONCENTRATION = 1
SPOT_SHARPNESS = 0,1
DIRECTION = 0,-1,0
CONDITION = NIGHT_SHARP
ACTIVE = 1

[LIGHT_SERIES_1]
MESHES = light-alab
OFFSET = 0,9,0
CLUSTER_THRESHOLD = 28
COLOR = 215,147,41,0.09
SPOT = 310
RANGE = 105
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 500
FADE_SMOOTH = 50
DIFFUSE_CONCENTRATION = 1
SPOT_SHARPNESS = 0,1
DIRECTION = 0,-1,0
CONDITION = ALWAYS_ON
ACTIVE = 1

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
MATERIALS=light-b
KEY_0=ksEmissive
SINGLE_FREQUENCY=0.75
VALUE_0=255, 173, 65, 0.2
VALUE_0_OFF=0, 0, 0
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
MATERIALS=lightsv
KEY_0=ksEmissive
VALUE_0=205, 173, 65, 1.5
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SHARP

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
MATERIALS=fenyv
KEY_0=ksEmissive
VALUE_0=255, 173, 65, 0.005
VALUE_0_OFF=0, 0, 0
KEY_1=alpha
VALUE_1=0.2
VALUE_1_OFF=0
CONDITION=NIGHT_SHARP


[REFLECTIONS_FX]
MULTILAYER_REFLECTIONS_MULT=2

[SHADER_REPLACEMENT_...]
MATERIALS=fenyv
SHADER=ksPerPixelAlpha
PROP_0=alpha, 0.2

[SHADER_REPLACEMENT_...]
MATERIALS=vezeto-redb, vezeto-whiteb
SHADER=ksPerPixelReflection
PROP_0=ksEmissive, 0, 0, 0
PROP_1=ksSpecular, 3
PROP_2=ksSpecularEXP, 0
PROP_3=ksAmbient, 0.4

[SHADER_REPLACEMENT_...]
MATERIALS=lightsv
SHADER=ksPerPixel
PROP_0=ksAmbient, 8.8
PROP_1=ksDiffuse, 0.2


[SHADER_REPLACEMENT_...]
MATERIALS=villvezv
SHADER=ksFlags
PROP_0=frequency, 0.4
PROP_1=distortion, 0.05

[SHADER_REPLACEMENT_...]
MATERIALS=kod10b
SHADER=ksFlags
PROP_0=frequency, 0.5
PROP_1=distortion, 4.2

; [SHADER_REPLACEMENT_...]
; MATERIALS=kod10-m
; SHADER=ksFlags
; PROP_0=frequency, 0.5
; PROP_1=distortion, 4.2
; PROP_2=ksAmbient, 0.6

[SHADER_REPLACEMENT_...]
MATERIALS=kod10-m
SHADER=ksPerPixelAlpha
PROP_0=alpha, 0.4
PROP_1=distortion, 4.2
PROP_2=ksAmbient, 0.7

[SHADER_REPLACEMENT_...]
MATERIALS=r_022v, edge-grassv
PROP_0=ksAmbient, 0.2
PROP_1=ksDiffuse, 0.03
PROP_2=ksSpecular, 0.0

; [SMOOTH_NORMALS_...]
; MATERIALS=r_022v,
; PRECISION=0.001
; NORMAL_CONTRIBUTION=0