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

config
{
	sound = true;
	debug = true;
	song = lucifer.mp3
	endtime = 2000
}

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


event startfadein
{
	time = 500
	length = 4000
}

event endfadeout
{
	time = 289000
	length = 5000
}
event endfadein
{
	time = 243000
	length = 6000
}

event camerasink
{
	time = 49000
	length = 7000
}
event plantgrow
{
	time = 10837
	length = 15000

}


trigger startcameras
{
	10837 1500
	18261 1500
	25599 1500
	33237 1500
	40725 1500
	48170 1500
}

event logofadein
{
	time = 287000
	length = 4000
}
event logofadeout
{
	time = 293000
	length = 10
}
event codefadein
{
	time = 18261
	length = 3000
}
event codefadeout
{
	time = 25099
	length = 500
}
event gfxfadein
{
	time = 25599
	length = 3000
}
event gfxfadeout
{
	time = 32727
	length = 500
}
event musicfadein
{
	time = 33237
	length = 3000
}
event musicfadeout
{
	time = 40225
	length = 500
}


event thedeathofeverything
{
	time = 261000
	length = 5000

}

trigger endcameratriggers
{
	251891 1000
	258831 1000
	265914 1000

}
namespace start
{
	vector3 logoposition = 0 0 -400
	vector3 codeposition = -200 -200 -600
	vector3 gfxposition = -180 -100 -600
	vector3 musicposition  = -160 -200 -500

	int groundres = 16
	float groundfade = 2.5
	float groundsize = 10
	float groundtexturewrap = 7
	string groundtexture = ground08.jpg
	range grounddisp = -0.1f 0.1f
	float camerasinkexp = 5.0
	float camerasinkdepth = 9
	
	string skyboxtop = fog3.png
	string skyboxbottom = fog3.png
	string skyboxleft = fog3.png
	string skyboxright = fog3.png
	string skyboxfront = fog3.png
	string skyboxback = fog3.png
	
	string leaftexture1 = leaf2.png
	string leaftexture2 = leaf3.png
	string leaftexture_reflection = fog3.png
	string leaftexture_reflection_endtimes = endtimes_reflection.png
	string leafsurface = leaftex2.jpg
	string nodeparticle = magellan8.png
	
	float endrotationspeed = 30.0f
	vector3 endrotationaxis = 0.1 0.9 0.5
	
	int fogparticlecount = 10000
	range fogparticleradius = 3.0 5.0
	range fogmovement = 0.8 1.5
	range fogangle = 1.5 5
	range fogheight = 0.0 0.9
	range fogparticlesize = 0.01 0.3
	range fogalpha = 0.1 0.3
	float fogheightexp = 1.4

	color3 fogcolor1 = 1 1 1
	color3 fogcolor2 = 0.2 0.2 0.2
	float fogcolorexp = 1.5
	
	int tentaclecount = 15
	range particlespertentacle = 100 200
	range fogtentaclespacing = 0.01 0.03
	
	
	
	vector3 initialcampos = 2 1.5 3
	vector3 initialcamtarget = 0 1.0 0
	vector3 plantposition = 0.0 0.0 0.0
	int seed = 40909
	int branchcount = 100
	range branchstep_horizontal = -0.05 0.05
	range branchstep_vertical = 0.02 0.07
	range branchstepcount = 15 40
	range branchradius = 0.05 0.9
	range branchlinewidth = 1 3
	
	float rootprobability = 0.1f;
	int forcedroots = 9
	range branchingstart = 0.2 0.7f
	float branchingexp = 2.0
	
	range leafcount = 20 30
	range leafsize = 0.06 0.14
	range stemlength = 0.03 0.1
	range stemdirection = 0.1 0.3
	range stemfade = 0.1 0.9
	float leafnormalscale = 10.0
	color3 stemcolor = 1 1 1
	range leafdeathstart = 0.35 0.6
	range leafdeathlength = 0.1 0.3

	range strobelength = 0.05 0.15
	
	range nodefrequency = 0.001 0.01
	range nodesize = 0.01 0.03
	range nodefade = 0.4f 0.9f
	
	float branchdrawstep = 0.002

	float sway_speed_start_x = 0.0005f;
	float sway_strength_start_x = 0.01f;
	float sway_speed_start_y = 0.0005f;
	float sway_strength_start_y = 0.05f;

	float sway_strength_end_x = 0.03f;
	float sway_speed_end_x = 0.0001;
	float sway_strength_end_y = 0.2f;
	float sway_speed_end_y = 0.001;
	
	int glowcount = 8;
	float glowx = 0.09:
	float glowy = 0.09;
	float glowalpha = 0.95f;
	float glowexp = 0.7f;
	
	string windtexture = 2.png
	int windmaxcount = 4000
	int windaddcount = 200
	float windminsize = 0.01
	float windmaxsize = 0.02
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.4
	float windmaxfade = 0.7
	float winddeviationstrength = 0.5
	Vector3 winddirection = 0 -0.8 0
	Vector3 windminpos = -2 0 -2
	Vector3 windmaxpos = 2 4 2

	
	string windtextureend = flock4.png
	int windmaxcountend = 15000
	int windaddcountend = 1000
	float windminsizeend = 0.01
	float windmaxsizeend = 0.03
	float windminenergyend = 0.10
	float windmaxenergyend = 0.30
	float windminfadeend = 0.4
	float windmaxfadeend = 0.7
	float winddeviationstrengthend = 1.5
	Vector3 winddirectionend = -2 0 0
	Vector3 windminposend = -4 0 -4
	Vector3 windmaxposend = 4 4 4

	int logoglowcount = 6;
	float logoglowx = 0.03 :
	float logoglowy = 0.03;
	float logoglowalpha = 0.87f;
	float logoglowexp = 3.9f;

}
event camerafall
{
	time = 55000
	length = 4000
}

event undergroundlightup
{
	time = 55000
	length = 4000

}
event boidfadein
{
	time = 58000
	length = 7000
}

event aurorafadeout
{
	time = 94000
	length = 3000
}

trigger undergroundsync
{
	72756 128
	76020 128
	78866 128
	81532 107
	85074 106
	86823 149
	87655 149
	88508 150
	90386 128
	91175 171
	92967 107
}

namespace underground
{
	int groundres = 64
	float groundfade = 1
	float groundsize = 20
	float groundtexturewrap = 15
	string groundtexture1 = ceiling01.jpg
	string groundtexture2 = ceiling02.jpg
	range grounddisp = -0.1f 0.1f
	float camerafallexp = 0.4
	float camerafalldepth = 1.1
	float freefallcamerascale = 0.008
	
	int cageseed = 53190851
	int cagecount = 20
	range cagedistance = 0.7 1.9
	range cagesize = 0.15 0.30
	range cageposition = -3 3
	range cagecenter = 0.9 0.97
	int cagesplinepoints = 50
	range cagesplinevariation = 0.05 0.10
	range cagefadein = 0.2 0.55
	range cagefadeinlength = 0.001 0.005
	

	float ceilingfade = 0.5f;
	
	int auroraseed = 13456908
	int auroracount = 200
	range auroradistance = 0.1 15
	range auroradistance_y = 0.1 6
	range aurorasteps = 30 50
	range aurorasteplength = 0.4 0.7
	range aurorarotation = -0.2 0.2
	range auroraspeed = 0.01 0.04
	range aurorafreq = 10.94 22.15
	range auroraalpha = 0.1 0.3
	range aurorawidth = 0.5 1.0
	int auroradrawsteps = 50

	int auroraglowcount = 4;
	float auroraglowx = 0.025:
	float auroraglowy = 0.025;
	float auroraglowalpha = 0.81f;
	float auroraglowexp = 0.5f;

	
	int maxboids = 200
	range boidsize = 0.09 0.25
	range boidfade = 0.6 1.0
	range boidrotatespeed = -1.0 1.0
	range boidspeed = 0.001 0.005
	range boidfrequency = 0.01 0.05
	
	float boidminspeed = 4.3
	float boidmaxspeed = 55.9
	
	range boidturnspeed  = 0.01 0.020  ; how fast boid turns to get where the others are
	range boidmatchspeed = 0.0014 0.06  ; how fast boid matches speed with the nearby boids
	range boidavoidspeed = 0.070 0.083  ; how fast boid avoids the ones that are too close
	
	range bound_x = -5 5
	range bound_y = -4 0
	range bound_z = -5 5

		
	range boidgeneratex = -3 3
	range boidgeneratey = -2 0
	range boidgeneratez = -3 3
	
	
	float boidseedistance = 15.6750
	float boidavoidcollisiondistance = 0.0310
	string flockparticle1 = flock4.png
	string flockparticle2 = flock3.png

	
	range backgroundparticlesize = 0.1 0.5
	range backgroundparticlespeed = 0.01 0.05
	range backgroundparticlealpha = 0.1 0.5
	int backgroundparticlecount = 400
	string backgroundparticletexture = magellan7.png
	range backgroundparticleradius = 8 11
	range backgroundparticley = -1 -3
	float backgroundparticlerotationspeed = -20.5
	float backgroundparticlerotationspeed2 = -150.5

	int glowcount = 5;
	float glowx = 0.008:
	float glowy = 0.008;
	float glowalpha = 0.96f;
	float glowexp = 0.8f;
	
	int flockglowcount = 7;
	float flockglowx = 0.07:
	float flockglowy = 0.07;
	float flockglowalpha = 0.99f;
	float flockglowexp = 0.1f;
	
	float noisealpha = 0.02
	float noisepower = 0.00

}

event freefallfadein
{
	time = 90000
	length = 2000
}
event freefallstart
{
	time = 93000
	length = 1000
}

material tunnelpiecematerial1
{
	diffuse = 1 1 1
	ambient = 0.4 0.4 0.4
	specular = 1 1 1
	shininess = 100
}
material tunnelpiecematerial2
{
	diffuse = 1 1 1
	ambient = 0.4 0.4 0.4
	specular = 1 1 1
	shininess = 100
}

event blitzstartred
{
	time = 105000
	length = 1000
}

event blitzstartred2
{
	time = 112400
	length = 1000
}

event blitzfadein
{
	time = 100000
	length = 115000

}


trigger freefallsync
{
	105412 171
	108911 171
	112474 128
	119535 149
	123034 149

}
namespace freefall
{
	float gravity = 0.05f			//sekunnin aikana mennn 60 * tm
	float air_resistance = 0.00002f  //miinus elapsed time * tm
	float camscale = 0.01
	float bottom = 1600.0f
	float objectexp = 2.5f
	float cameraturn = 5.0
	bool debugpoints = true
	
	int objectcount = 500
	int pointcount = 10000
	float objectclipdistance = 100.0

	int billboardcount = 7000
	float fallbillboardseedistance = 150;
	range fallbillboardsize = 0.2 0.6
	range fallbillboardrange = 700 1500
	range fallbillboardradius = 10 30
	float fallbillboardexp = 1.0;
	color3 fallbillboardcolor = 0.2 0.2 0.2
	color3 fallbillboardcolor2 = 0.1 0.3 0.3
	float secondcolourprobability = 0.03
	range fallbillboardfade = 0.3 0.7

	int billboardglowcount = 5;
	float billboardglowx = 0.03:
	float billboardglowy = 0.03;
	float billboardglowalpha = 0.91f;
	float billboardglowexp = 0.9f;
	
	int maxblitz = 300
	color3 blitzcolor = 0.4 0.9 1.0 
	range linesperblitz = 30 70
	range blitzradius = 1 70
	int blitzadd = 1
	float blitzflat = 0.8
	range blitzlinelength = 1.3f 5.1f
	range blitzalpha = 0.1 0.2
	float blitzdiedistance = 150
	range blitzexist = 100 1500
	float blitzforkprobability = 0.04f
	int blitzglowcount = 6;
	float blitzglowx = 0.04:
	float blitzglowy = 0.04;
	float blitzglowalpha = 0.92f;
	float blitzglowexp = 0.6f;

	string blitzparticleimage1 = magellan5.png
	string blitzparticleimage2 = magellan6.png
	string blitzparticleimage3 = magellan4.png
	string blitzparticleimage4 = flock4.png
	range blitzflaresize = 0.1 0.7
	range blitzflarealpha = 0.7 1.0
		
	
	int ringcount = 50
	range ringrange = 50 1100
	range ringradius1 = 40 50
	range ringradius2 = 12 13
	range ringwidth = 1 3.0f
	float ringseedistance = 150
	color3 ringcolor1a = 0.05 0.05 0.05
	color3 ringcolor1b = 0.7 0.7 0.7
	color3 ringcolor2 = 0.4 1 1
	float ringcolor2prob = 0.1
	
	float quadraticattenuation = 0.00001
	float linearattenuation = 0.0000
	

	float camerashake = 0.0f
	
	
}

material asteroidmaterial
{
	diffuse = 1 0.2 0.2
	ambient = 0.4 0.3 0.3
	specular = 0.0001 0.0001 0.0001 
	shininess = 100000
}

material moonmaterial
{
	diffuse = 0.4 0.4 0.4
	ambient = 0.15 0.15 0.15
	specular = 0.0 0.0 0.0
	shininess = 100
}

/*
material moonmaterial
{
	diffuse = 1 1 1 
	ambient = 0.15 0.15 0.15
	specular = 0.0 0.0 0.0
	shininess = 100
}
*/
material starmaterial
{
	diffuse = 0 0 1 1
	ambient = 1 1 1 1
	specular = 1 1 1 1
	shininess = 100
}

event titlefadein
{
	time = 140300
	length = 1000
}
event titlefadeout
{
	time = 145000
	length = 1000
}

event lightrayfadein
{
	time = 145000
	length = 10000
}
event lightrayfadeout
{
	time = 162000
	length = 10000

}

event luciferfadeout
{
	time = 180000
	length = 5000
}

material suncentermaterial
{
	diffuse = 0 0 1
	ambient = 0 0 1
	specular = 0 0 1
	shininess = 100000
}

namespace lucifer
{
	float titlex = 0.29
	float titley = 0.1
	float titlesize = 0.4


	int seed = 06909
	int asteroidcount = 200
	range asteroidsize = 0.4 1.4
	range asteroidarea = -20 20
	range asteroiddepth = -250 -200
	range asteroidrotation = 0.0001 0.001
	
	vector3 starpos = 0 -5000 0
	int minparticles = 2000
	int maxparticles = 4000
	range particlestartradius = 500 1100 //800 1000
	range particlemovement = -0 -400
	range particleflow = 0 -400
	range particlesize = 30 200
	range particlealpha = 0.1 0.4
	range particlelifetime = 1.0 5.0
	
	int solarflareseed = 656980897
	int solarflarecount = 20
	range solarflarelaunchspeed = 3 4.5
	range solarflarestart = 0.2 0.8
	range solarflareduration = 0.05 0.15
	range solarflareparticlespeed = 0.5 1.5
	range solarflarestartheight = 800 1000
	range solarflaregravity = 0.00001 0.00004

	float sunscale = 1000
	color4 suncentercolor = 0 0 1 1
	vector3 suncenterposition = 0 500 0
	float suncentersize = 20000
	int sunglowcount = 6;
	float sunglowx = 0.03:
	float sunglowy = 0.03;
	float sunglowalpha = 0.98f;
	float sunglowexp = 0.4f;
	

	int lightraycount = 100
	range lightraywidth = 0.02 0.08
	range lightraylength = 1 700
	range lightrayalpha = 0.1 0.15
	range lightraydirection = 0 6.28
	float lightraycenterx1 = 512
	float lightraycentery1 = 384
	float lightraycenterx2 = 1250
	float lightraycentery2 = 384
	float lightrayfadeout = 1.0
	color3 lightraycolor1 = 1 1 1
	color3 lightraycolor2 = 1 1 0
	range lightrayspeed = 0.001 0.01
	range lightrayrotation = -0.0005 0.0005
	bool lightraycombine = true
	bool lightrayglow = false

	int lightrayglowcount = 8;
	float lightrayglowx = 0.007:
	float lightrayglowy = 0.007;
	float lightrayglowalpha = 0.98f;
	float lightrayglowexp = 0.54f;

	vector3 lightposition = 50 -100 0
	color3 lightdiffuse = 1 1 1
	color3 lightambient = 1 1 1
	color3 lightspecular = 1 1 1
	
	float moonscale = 20
	vector3 moonposition = 0 -100 0
	vector3 moonrotationangle = 0.9 0.7 0.1
	float moonrotatespeed = 0.00009
	
	range camrotateout = 0.91 1.0
	float camrotamount = 0.8
	float campow = 2.0
	

}


event magellanfadeout
{
	time = 238000
	length = 4500
}
event magellanwindstart 
{
	time = 224000
	length = 1000

}
namespace magellan
{
	int seed = 5109
	int starcount = 200;
	float starradius = 1000 
	range starsize = 6 14
	range starspeed = 0.004 0.01
	range blinkmix = 0.2 0.5
	range starfadestart = 0.01 0.04
	range starfadelength = 0.01 0.02
	
	int pointstarcount = 15000;
	range pointstarfade = 0.1 0.7

	vector3 milkywayposition = -0.4 0.0 -0.1
	float milkyspread = 100
	float milkyexp = 2
	int milkywaycount = 10000
	
	
	
	int meridianseed = 41590
	int meridiancount = 25 
	range meridianstart = 0.34 0.5
	range meridianfadeinspeed = 0.05 0.1
	int meridianvertexcount = 500
	range meridianalpha = 0.15 0.3
	
	int constellationseed = 9898 
	int constellationloopcount = 1
	range constellationstarcount = 4 9
	range constellationsize = 40 100
	range constellationstaralpha = 0.6 0.9
	range constellationstarfadein = 0.0 0.3
	range constellationstarfadeinlength = 0.06 0.16 //0.0 0.1
	float constellationstarballprobability = 0.75
	float constellationdatascale = 0.4
	int maxlinks = 5;
		
	range constellation_position_a = -1.2 1.2
	; range constellation_position_b = 4 5.5
	float constellationstart = 3.7;
	float constellationspacing = 1.4
	range constellation_position_c = 0.0f 6.3
	
	float constellationstarmindist = 20
	
	range constellationfadein = 0.2 0.3
	range constellationfadeinlength = 0.1 0.2
	range constellationlinkalpha = 0.3 0.5
	
	int constellationglowcount = 5;
	float constellationglowx = 0.008:
	float constellationglowy = 0.008;
	float constellationglowalpha = 0.92f;
	float constellationglowexp = 0.2f;

;	int imageseed = 1301 
	int imageseed = 69
	int imagecount = 100
	range imageymod = -400 400
	float imageradius = 1000
	range imagesize = 50 200
	range imagealpha = 0.05 0.10
	range imagefade = 0.2 0.4
	range imagefadelength = 0.1 0.2
	range imagexrotate = -3.7f 3.7f

	range camturn = 0.07 0.20
	float campow = 3.0
	float camrotamount = 0.7
	float rotationspeed = 0.00025

	
	range stardeath = 0.4 0.9
	range stardeathlength = 0.004 0.01
	range pointstardeath = 0.5 0.8	
	
	range constellationdeath = 0.5 0.8
	
	string windtexture = magellan6.png
	int windmaxcount = 5000
	int windaddcount = 200
	float windminsize = 0.04
	float windmaxsize = 0.06 
	float windminenergy = 0.10
	float windmaxenergy = 0.30
	float windminfade = 0.1
	float windmaxfade = 0.5
	float winddeviationstrength = 0.6
	Vector3 winddirection = 1 0 0
	Vector3 windminpos = -2 0 -1
	Vector3 windmaxpos = 2 4 -4

}

namespace kohina
{
	float alpha = 0.02
	float power = 0.00

}

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

BPM basicbeat1
{
	bpm = 66
	offset = 0

}
BPM basicbeat2
{
	bpm = 132
	offset = 0

}

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

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

/*
texture dirt2.jpg
{
	upload = true
	retain = false
	filter = nearest
	repeat = true
	mipmap = true
}
*/

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

/*
texture leaf2.png
{
	mipmap = true
}
texture leaf3.png
{
	mipmap = true
}
*/
texture ceiling.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
}

texture noise1.jpg
{
	wrap = repeat
}
texture noise2.jpg
{
	wrap = repeat
}
texture noise3.jpg
{
	wrap = repeat
}
texture kohina1.png
{
	wrap = repeat
}
texture kohina2.png
{
	wrap = repeat
}
texture kohina3.png
{
	wrap = repeat
}
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_1024_2
{
	width = 1024;
	height = 1024;
}

rendertarget postprocess_1024_3
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_1024_4
{
	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;
}

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


; some whitespade needed :)