#reloadworldgfx
gfx_settings = 
{
	# world tag identifier
	world = hyper_relay_star
	
	# Effect and texture info
	bloom_effect = "bloom"
	downsample_effect = "downsample"
	restore_effect = "Restore"
	restore_bloom_effect = "RestoreBloom"	
	color_lut = "gfx/worldgfx/colorcorrection_a_class.tga"
	environment_map = "gfx/worldgfx/cubemap_filtered_ldr.dds"
	
	galaxy_background = { texture = "gfx/map/sky_core.dds" 	trigger = { distance_to_core_percent < 0.50 } ycocg = yes }
	galaxy_background = { texture = "gfx/map/sky_mid.dds" 		trigger = { distance_to_core_percent < 0.75 } ycocg = yes }
	galaxy_background = { texture = "gfx/map/sky_rim.dds" 	trigger = { always = yes } ycocg = yes }
	
	galaxy_background_hsv_shift = { 0.0 -0.1 -0.4 }
	
	galaxy_background_lut = "gfx/worldgfx/colorcorrection_neutral.tga"
	
	# Shader settings
	# Is affected by SPECULAR_INTENSITY_MULT
	cubemap_intensity = 0.4#0.4

	# Works for planets, nor for ships
	# Planets ambient light
	system_back_light_diffuse = hsv { 0.58 0.5 0.4 } #0.4
	
	# Does not affect none metalic objects
	# Not used at the moment
	ambient = hsv { 0.0	0.9	0.0	}	#0.1 global ambient, no direction
	
	# Fill light from left up
	# Yellow Key light
	cam_light_1_diffuse = hsv { 0.12 0.2 0.0} #0.5
	#cam_light_1_diffuse = hsv { 0.0 0.5 0.0} # RED
	
	# Rim light from lower right
	# Blue light from right
	cam_light_2_diffuse = hsv { 0.55 0.4 0.45} #0.45
	#cam_light_2_diffuse = hsv { 0.0 0.4 0.0} RED
	
	# Light coming from top, going over model when moving around
	# Blue fill light from above
	cam_light_3_diffuse = hsv { 0.55 0.35 0.75 } # 0.75
	
	# Rim light shader
	rim_light_diffuse = hsv { 0.56 0.5 0.25}#0.25	#GOOD
	
	light_hdr_range = 1.0 
	bright_threshold = 0.95		# used by both bloom and lens flare
	
	#Bloom parameters
	bloom_width = 2.0
	bloom_scale = 0.95
	bloom_iterations = 8					# Bloom steps 
	emissive_bloom_strength = 0.6
	
	#Lens flare parameters
	lens_flare_bloom_width = 3.0			# Blurryness
	lens_flare_bloom_scale = 0.8			# Intencity
	lens_flare_scale = 0.2					# Intencity
	lens_flare_bias = -0.1					# Threshold
	lens_flare_ghost_dispersal = 0.3		# Scattering
	lens_flare_halo_width = 0.6				# Halo ring size
	lens_flare_halo_pow = 0.2
	lens_flare_distortion_factor = 1.5		# Chromatic abbaritions
	lens_flare_distortion_factor_halo = 1.0	# Halo Chromatic abbaritions
	
	hdr_min_adjustment = 0.08 #How strongly to adjust to dark areas. Lower means more dark vision.
	hdr_max_adjustment = 0.2 #A high value means that you see well in bright places
	#Having this value relatively low with a max star brightness will result in the entire screen becoming overly bright.
	hdr_adjustment_speed = 4
	tonemap_middlegrey = 0.14
	tonemap_whiteluminance = 2.0
	
	lava_bright_color = hsv { 0.72 1.0 1.0 }
	lava_bright_intensity = 1.0
	lava_hot_stone_color = hsv { 0.5 1.0 1.0 } 
	lava_hot_stone_intensity = 0.2
	lava_cold_stone_color = hsv { 0.6 0.6 1.0 } 
	lava_cold_stone_intensity = 2.0 

	tex_lava_noise="gfx/worldgfx/lava_noise.dds" #The noise texture which generates the lava pattern
	tex_lava_diffuse="gfx/worldgfx/lava_d.dds" #Multiplies with bright/lava areas
	tex_stone_diffuse="gfx/worldgfx/stone_d.dds" #Multiplies with stone areas 

	system_light="t_class_star"
}
