Scene
{
	name = "Intro"
	music = "demo.mp3"
	clearcolor = "0.0252 0.0437 0.0823"
}

Camera
{	
	pos = "535.903 -3133.34 105.081"
	rot = "330.671 374.645 0"
}

//SKY
Mesh
{
	pos = "0 0 0"
	rot = "356.901 0.800015 0"

	scale = "100000 100000 100000"
	shader = "gim_sky.hlsl"
	texture0 = "sky360.png" 
	texture2 = "sky_clear2.png" 
	depthwrite = 0
}

//Distant
Mesh
{
	pos = "0 1000 -400"
	rot = "0 2000 0"
	scale = "10000 10000 1000"
	shader = "terrain_static.hlsl"
	texture0 = "generic2.png" 
	texture1 = "cliff_moss2.png" 
	texture2 = "cliff_moss1.png" 
	texture3 = "white.png"
	texscale = 8
}




//Upper terrain
Mesh
{
	segment = "start1"
	pos = "330.747 -1721.67 291.299"
	rot = "0.402295 61.9001 0"
	scale = "1024 1024 300"
	shader = "terrain_static.hlsl"
	texture0 = "terr01_1.png" 
	texture1 = "rock_brown.png" 
	texture2 = "cliff_moss2.png" 
	texture3 = "white.png"
	texscale = 8
}

//Mid terrain
Mesh
{
	pos = "0 0 0"
	rot = "0 0 0"
	scale = "3000 3000 700"
	shader = "terrain_static_layer.hlsl"
	texture0 = "terr01_2.png" 
	texture1 = "rock_brown.png" 
	texture2 = "cliff_moss1.png" 
	texture3 = "terr01_l.png"
	texture4 = "terr01_mask.png"
	texture5 = "waterfloor.png"
	texscale = 8
}

//Mid terrain grass
Mesh
{
	pos = "0 0 0"
	rot = "0 0 0"
	scale = "3000 3000 700"
	shader = "terrain_grass.hlsl"
	texture0 = "terr01_2.png"
	texture1 = "grass4.png"
	texture2 = "terr01_mask.png"
	texture3 = "terr01_l.png"
	particle = 6
}


//Lower terrain
Mesh
{
	pos = "139.111 3000 -226.569"
	rot = "0 90.4 0"
	scale = "3000 3000 1000"
	shader = "terrain_static_layer.hlsl"
	texture0 = "terr02.png" 
	texture1 = "rock_brown.png" 
	texture2 = "cliff_moss1.png" 
	texture3 = "white.png"
	texture4 = "terr02_mask.png"
	texture5 = "waterfloor.png"
	texscale = 8
}
//pillar 1, right upper
Mesh
{
	pos = "272.762 1163.86 -166.441"
	rot = "353.801 370.6 0"

	scale = "100 100 100"
	shader = "gim_static.hlsl"
	texture0 = "pillar1.png" 
	texture1 = "pillar1_n.png" 
	texture2 = "rock_brown.png" 
}
//pillar 2, left
Mesh
{
	pos = "-149.247 1293.37 -189.721"
	rot = "0 0 0"

	scale = "100 100 100"
	shader = "gim_static.hlsl"
	texture0 = "pillar2.png"
	texture1 = "pillar2_n.png" 
	texture2 = "rock_brown.png" 
}
//pillar 3, right lower
Mesh
{
	pos = "138.708 1045.96 -218.3274"
	rot = "0 0 0"
	scale = "100 100 100"
	shader = "gim_static.hlsl"
	texture0 = "pillar2.png" 
	texture1 = "pillar2_n.png" 
	texture2 = "rock_brown.png" 
}

//Waterfall stones
Mesh
{
	pos = "71.2305 1790.89 -349.933"
	rot = "0 0 0"
	scale = "900 900 900"
	shader = "gim_static.hlsl"
	texture0 = "waterfall1.png" 
	texture1 = "waterfall1_n.png" 
	texture2 = "rock_brown.png" 
}
/*
//Waterfall body
Mesh
{
	pos = "71.2305 1790.89 -349.933"
	rot = "0 0 0"
	scale = "900 900 900"
	shader = "gim_static.hlsl"
	lod = "5"
	//particle = "40.0"
	//depth_write = "0"
	//blend = "add"
	texture0 = "waterfall0.png"
//	texture1 = "waterfall0_n.png"
	texture2 = "particle.png"
}
*/
//Waterfall particles
Mesh
{
	pos = "71.2305 1790.89 -349.933"
	rot = "0 0 0"
	scale = "900 900 900"
	shader = "waterfall_particle.hlsl"
	particle = "100.0"
	depthwrite = "0"
	lod = "5"
	blend = "add"
	texture0 = "waterfall0.png"
//	texture1 = "waterfall0_n.png"
	texture2 = "cloud04.png"
}

//water flow particles
Mesh
{
	pos = "0 0 -340"
	rot = "0 0 0"
	scale = "3000 3000 0"
	shader = "water_particle.hlsl"
	particle = "60.0"
	depthwrite = "0"
	lod = "4"
	blend = "add"
	texture0 = "water_flow1.png"
	texture2 = "caustics.png"
}

Mesh
{
	pos = "0 0 -340"
	rot = "0 0 0"
	scale = "3000 3000 0"
	shader = "water_particle.hlsl"
	particle = "60.0"
	depthwrite = "0"
	lod = "4"
	blend = "add"
	texture0 = "water_flow2.png"
	texture2 = "caustics.png"
}

//Concentric effect
Mesh
{
	pos = "0 0 0"
	rot = "0 0 0"
	scale = "3000 3000 0"
	shader = "waterfall_particle.hlsl"
	particle = "500.0"
	depthwrite = "0"
	lod = "5"
	blend = "add"
	texture0 = "rocks_aw1.png"
//	texture1 = "waves_n.png"
	texture2 = "cloud04.png"
}

//Post process
Mesh
{
	shader = "pp_generic.hlsl"
	texture0 = "#colorbuffer"
	texture1 = "#depthbuffer"
	postprocess = "1"
	gamma = 1.4
	brightness = 1.5
	jitter = 1.0
	fogdist = 5000
	fogcolor = "125 140 171"
}

//Post process
Mesh
{
	segment = "credits"
	shader = "pp_generic.hlsl"
	texture0 = "credits.png"
	texture1 = "#depthbuffer"
	postprocess = "1"
	gamma = 1.4
	brightness = 1.5
	jitter = 1.0
	fogdist = 5000
	fogcolor = "125 140 171"
}

Segment
{
	name = "start1"
	length = 128
	camera = "cam_sc01_1.txt"
	fadein = 64
	//fadeout = 16
}

Segment
{
	name = "start2"
	length = 128
	camera = "cam_sc01_2.txt"
	//fadein = 64
	//fadeout = 16
}

Segment
{
	name = "start3"
	length = 128
	camera = "cam_sc01_3.txt"
	//fadein = 64
	//fadeout = 16
}


Segment
{
	name = "start4"
	length = 128
	camera = "cam_sc01_4.txt"
	//fadein = 64
	fadeout = 16
}
