Scene
{
	name = "Aerial"
	music = "scene04.mp3"
	light0dir = "1 1 1"
}


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 = "0 0 0"
	rot = "0 0 0"

	scale = "5000 5000 500"
	shader = "terrain_static.hlsl"
	texture0 = "generic2.png" 
	texture1 = "vegetation.png" 
	texture2 = "rock_brown.png" 
	texture3 = "white.png"
	texscale = 8

}

Mesh
{

	pos = "0 0 0"
	rot = "0 0 0"

	scale = "1000 1000 132.56"
	shader = "terrain_static.hlsl"
	texture0 = "terr04.png" 
	texture1 = "vegetation.png" 
	texture2 = "rock_brown.png" 
	texture3 = "terr04_l.png"
	texscale = 8

}

//Grass
Mesh
{

	pos = "0 0 0"
	rot = "0 0 0"

	scale = "1000 1000 132.56"
	shader = "terrain_grass.hlsl"
	texture0 = "terr04.png"
	texture1 = "grass1.png"
	texture2 = "white.png"
	texture3 = "terr04_l.png"
	particle = 1
}

//Cloud surf
//TEMP SHADER!
Mesh
{

	pos = "0 0 400"
	rot = "0 0 0"

	scale = "10000 10000 0"
	shader = "cloud_flat.hlsl"
	texture0 = "cloud_flat.png"
	blend = "normal"
	doubleface = 1
	depthwrite = 0
}

//Cloud rays
Mesh
{

	pos = "0 0 400"
	rot = "0 0 0"

	scale = "10000 10000 0"
	shader = "cloud_rays.hlsl"
	texture0 = "cloud_spots.png"
	texture1 = "sunray.png"
	doubleface = 1
	depthwrite = 0
	particle = 1
	blend = "add"
}


//Post process
Mesh
{
	shader = "pp_generic.hlsl"
	texture0 = "#colorbuffer"
	texture1 = "#depthbuffer"
	postprocess = "1"
	gamma = 1.5
	brightness = 1.5
	jitter = 0.0
	fogdist = 5000
	fogcolor = "125 140 171"
}

Segment
{
	name = "aerial"
	length = 128
	camera = "cam_sc04_1.txt"
	fadein = 16
	fadeout = 16
}

Segment
{
	name = "aerial"
	length = 128
	camera = "cam_sc04_2.txt"
	fadein = 16
	fadeout = 16
}