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

democonfig
{
	sound = true;
	developermode = false;
	song = sound.mp3
	endtime = 252000
	jumptime = 183000
}

timeline
{
;	valkea 0 252000 200
	eleusis 7000 74000 400
	rowan 74000 119000 400
	equi 119000 183000 400
	revontuli 183000 252000 200
	dand 183000 252000 400
	
	runo 0 250000 10
}


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

trigger eleusischange
{
	25000 1000
	50000 1000
	75000 1000
	80000 1000
	100000 1000
	120000 1000
	140000 1000
}
namespace dand
{
	range energystart = 2.5 5.0
	range fadespeed = 0.004 0.005
	
	float addtime = 0.02
	float rotspeed = 100.0

	range movementspeed = 0.0002 0.001
	range pointmovementspeed = 0.001 0.002

	float sparkleprobability = 0.8
	range energystartsparkle = 0.3 0.6
	range fadespeedsparkle = 0.004 0.005

	range pointcount = 10 40	
	range pointradius = 0.1 0.5
	range appearradius = 0 10
	
}

event dandfadein
{
	time = 183000
	length = 5000
}

event dandfadeout
{
	time = 248000
	length = 3000
}
event rowanfadein
{
	time = 74000
	length = 3000
}

event rowanfadeout
{
	time = 116000
	length = 3000
}
event equifadein
{
	time = 119000
	length = 1000
}

event equifadeout
{
	time = 180000
	length = 3000
}

event eleusisfadein
{
	time = 7000
	length = 3000
}

event eleusisfadeout
{
	time = 70000
	length = 4000
}
event revontulifadein
{
	time = 183000
	length = 15000
}

namespace revontuli
{
	float speed = 100.0
	float maxfade = 0.5
}

namespace eleusis
{
	int seed = 4958
	
	color3 color1 = 0.4 0.4 0.4
	color3 color2 = 0.9 0.9 0.9
	
	float func1speed = 0.3
	float func1freq = 0.5
	
	float rotatespeed = 100
	float globalspeed = 0.010
	int atomcount = 1400
	
	range atomradius = 0.04 0.1
	range atomspeed = 0.01 0.015
	range atomfadespeed = 0.001 0.003
	
	range atomemitteraddtime = 0.1 0.24
	range atomemitterspeed = 0.005 0.015
	range atomemittercurve = 0.001 0.005
	
	float circlealpha = 0.35f
	range circlesize = 4.5 3.5
	float line_y = 2.7
	
	range camerastartradius = 7 12
	range camerastartmotion  = 1 2
	range cameratargetstartradius = 0 1
	range cameratargetmotion  = 0.1 0.2
}

namespace equi
{
	range seedtime = 0.5 1.5
	range seedrunners = 100 200
	range runnerspread = 0.1 0.7
	range runnerspeed = 0.0015 0.00515
	range runnerlife = 5 10
	float seedaddinterval = 2.5
	range seedposition = 0 1.0
	range seedspeed = 0.002 0.006
	
	float circlealpha = 0.35f
	range circlesize = 4.5 3.5
	
	float seedaddtime = 0.2f
	
	float func1speed = 0.1
	float func1freq = 0.5
	
	float globalspeed = 0.015
}

namespace valkea
{
	float dii = 31059.f
}

namespace rowan
{
	float scrollspeed = 0.002
	float cursorturnprobability = 0.9
	float cursorfollow = 0.002
	range branch_t = 0.2 0.8
	range branch_length = 0.75 1.60
	range branch_fadespeed = 0.01 0.03
	range branch_berrycount = 5 9
	range branch_berryangle = 2.6 4.0
	range branch_rotanglemultiplier = 1 1 
	
	range branch_count = 4 7
	
	float addtime = 3.0
	
	float berrydistance1 = 0.1
	float berrydistance2 = 0.20
	float berrydistance3 = 0.30
	float culldistance = 5.f
}

namespace runo
{
	int stanza1start = 3000
	int stanza1lineduration = 8000
	int stanza1spacing = 4000
	vector3 stanza1pos = -6 3 0
	vector3 stanza1delta = 0 -0.3 0

	int stanza2start = 70000
	int stanza2lineduration = 8000
	int stanza2spacing = 4000
	vector3 stanza2pos = -6 3 0
	vector3 stanza2delta = 0 -0.3 0

	int stanza3start = 115000
	int stanza3lineduration = 8000
	int stanza3spacing = 4000
	vector3 stanza3pos = -6 3 0
	vector3 stanza3delta = 0 -0.3 0

	int stanza4start = 180000
	int stanza4lineduration = 8000
	int stanza4spacing = 4000
	vector3 stanza4pos = -6 3 0
	vector3 stanza4delta = 0 -0.3 0

	
	int credit1start = 239000
	int credit1end = 245000
	vector3 credit1pos = -6 -2.5 0

	int credit2start = 244000
	int credit2end = 250000
	vector3 credit2pos = -6 -2.5 0
	
	
}

namespace tausta
{
	int seed = 5049 
	float advancespeed = 0.001
}

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

bpm beatquarter
{
	bpm = 13.875
	offset = 0
}

bpm beathalf
{
	bpm = 27.75
	offset = 0
}

bpm basicbeat0
{
	bpm = 55.5
	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
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     textures                                                                                 ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false 
; wrap 	 = repeat/clamp
; retain = true/false 
; mipmap = true/false
; filter = nearest / 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 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 postprocess_1024
{
	width = 1024;
	height = 1024;
}
rendertarget postprocess_2048
{
	width = 2048;
	height = 2048;
}
rendertarget postprocess_2048_2
{
	width = 2048;
	height = 2048;
}

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 :)