Scene
{
	name = "Awakening"
	music = "scene03.mp3"
}

Camera
{
	pos = "116.223 -213.354 -13.4096"
	rot = "371.001 353.402 0"

}

Mesh
{
	pos = "0 0 0"
	rot = "0 0 0"
	
	scale = "90000 90000 90000"
	shader = "gim_sky.hlsl"
	texture0 = "sky360.png" 
	texture2 = "sky_clear2.png" 
	depthwrite = 0
}

Mesh
{

	pos = "100 -100 -27"
	rot = "0 0 0"
	scale = "400 400 50"
	shader = "terrain_grass.hlsl"
	texture0 = "rocks_terr.png"
	texture1 = "grass2.png"
	texture2 = "rocks_grass2.png"
	texture3 = "white.png"
	particle = 5
}

Mesh      //rockbed
{
	pos = "100 -100 -47"
	rot = "0 0 0"

	segment ="aw0;aw1;aw2;aw3" 
	scale = "100 100 100"
	shader = "gim_static.hlsl"
	texture0 = "aw_rocks.png"
	texture1 = "aw_rocks_n.png" 
	texture2 = "rock_brown.png" 

}


Mesh
{

	pos = "100 -100 -27"
	rot = "0 0 0"

	scale = "400 400 50"
	shader = "terrain_static_layer.hlsl"
	texture0 = "rocks_terr.png" 
	texture1 = "rock_brown.png" 
	texture2 = "stone.png" 
	texture3 = "white.png"
	texture4 = "roundlayer.png"
	texture5 = "dust.png"
}

Mesh       //background terrain
{
	pos = "100 -100 40"
	rot = "0 0 0"

	scale = "1700 1700 200"
	shader = "terrain_static.hlsl"
	texture0 = "generic.png"
	texture1 = "dust.png"
	texture2 = "rock_brown.png"
	texture3 = "white.png"


}



         //Giant waking up

Mesh
{
	pos = "100 -100 -47"
	rot = "0 0 0"

	segment ="aw0"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_aw0.png" //Src
	texture3 = "giant_aw1.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_aw0_n.png" 
	texture4 = "giant_aw1_n.png" 
}

Mesh
{
	pos = "100 -100 -47"
	rot = "0 0 0"

	segment ="aw1"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_aw1.png" //Src
	texture3 = "giant_aw2.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_aw1_n.png" 
	texture4 = "giant_aw2_n.png" 
}

Mesh
{
	pos = "100 -100 -47"
	rot = "0 0 0"
	
	segment ="aw2"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_aw2.png" //Src
	texture3 = "giant_aw3.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_aw2_n.png" 
	texture4 = "giant_aw3_n.png"
}

Mesh
{
	pos = "100 -100 -47"
	rot = "0 0 0"

	segment ="aw3"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_aw3.png" //Src
	texture3 = "giant_aw4.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_aw3_n.png" 
	texture4 = "giant_aw4_n.png"
}


        


Mesh
{
	pos = "100 -100 0"
	rot = "0 0 0"

	segment ="st1"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_st2.png" //Src
	texture3 = "giant_st1.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_st2_n.png" 
	texture4 = "giant_st1_n.png" 
}

Mesh
{
	pos = "100 -100 0"
	rot = "0 0 0"
	
	segment ="st2"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_st1.png" //Src
	texture3 = "giant_st3.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_st1_n.png" 
	texture4 = "giant_st3_n.png"
}

Mesh
{
	pos = "100 -100 0"
	rot = "0 0 0"

	segment ="st3"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_st3.png" //Src
	texture3 = "giant_st4.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_st3_n.png" 
	texture4 = "giant_st4_n.png"
}


Mesh
{
	pos = "100 -100 0"
	rot = " 0 0"

	segment ="hand1"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_look1.png" //Src
	texture3 = "giant_look2.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_look1_n.png" 
	texture4 = "giant_look2_n.png"
}

Mesh
{
	pos = "100 -100 0"
	rot = " 0 0"

	segment ="hand2"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_look2.png" //Src
	texture3 = "giant_look3.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_look2_n.png" 
	texture4 = "giant_look3_n.png"
}

Mesh
{
	pos = "100 -100 0"
	rot = " 0 0"

	segment ="hand3"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_look3.png" //Src
	texture3 = "giant_look4.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_look3_n.png" 
	texture4 = "giant_look4_n.png"
}
Mesh
{
	pos = "100 -100 0"
	rot = " 0 0"

	segment ="hand4"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_look4.png" //Src
	texture3 = "giant_look5.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_look4_n.png" 
	texture4 = "giant_look5_n.png"
}

Mesh
{
	pos = "100 -100 0"
	rot = " 0 0"

	segment ="hand5"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_look3.png" //Src
	texture3 = "giant_look4.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_look3_n.png" 
	texture4 = "giant_look4_n.png"
}

Mesh
{
	pos = "100 -100 0"
	rot = " 0 0"

	segment ="hand6"
	scale = "100 100 100"
	shader = "gim_blended.hlsl"
	texture0 = "giant_look4.png" //Src
	texture3 = "giant_look5.png" //Dst
	texture2 = "giant_tex.png"
	texture1 = "giant_look4_n.png" 
	texture4 = "giant_look5_n.png"
}

//Post process

Mesh
{
	shader = "pp_generic.hlsl"
	texture0 = "#colorbuffer"
	texture1 = "#depthbuffer"
	postprocess = "1"
	gamma = 1.5
	brightness = 1.5
	jitter = 0.0
	fogdist = 2700
	fogcolor = "125 140 171"
}



Segment
{
	name = "aw0"
	length = 16
	camera = "cam_sc03_1.txt"
	fadein = 16
}

Segment
{
	name = "aw1"
	length = 16
	camera = "cam_sc03_1.txt"
	camoffset = 16
}

Segment
{
	name = "aw2"
	length = 16
	camera = "cam_sc03_1.txt"
	camoffset = 32
}


Segment
{
	name = "aw3"
	length = 16
	camera = "cam_sc03_1.txt"
	camoffset = 48
}

Segment
{
	name = "st1"
	length = 24
	camera = "cam_sc03_2.txt"
}

Segment
{
	name = "st2"
	length = 24
	camera = "cam_sc03_2.txt"
	camoffset = 24
}

Segment
{
	name = "st3"
	length = 16
	camera = "cam_sc03_2.txt"
	camoffset = 48
}


Segment
{
	name = "hand1"
	length = 16
	camera = "cam_sc03_3.txt"
}

Segment
{
	name = "hand2"
	length = 16
	camera = "cam_sc03_3.txt"
	camoffset = 16
}

Segment
{
	name = "hand3"
	length = 20
	camera = "cam_sc03_3.txt"
	camoffset = 32
}

Segment
{
	name = "hand4"
	length = 20
	camera = "cam_sc03_3.txt"
	camoffset = 52
}

Segment
{
	name = "hand3"
	length = 28
	camera = "cam_sc03_4.txt"
}

Segment
{
	name = "hand4"
	length = 28
	camera = "cam_sc03_4.txt"
	camoffset = 28
}
