#reloadworldgfx
gfx_settings = 
{
	# world tag identifier
	world = k_star
	
	# Effect and texture info
	bloom_effect = "bloom"
	downsample_effect = "downsample"
	restore_effect = "Restore"
	restore_bloom_effect = "RestoreBloom"	
    color_lut = "gfx/worldgfx/colorcorrection_neutral.tga"
	environment_map = "gfx/worldgfx/cubemap_filtered_ldr.dds"
	galaxy_background = "gfx/map/sky2.dds"
	#center_entity = "spacedust_entity"	
	
	# Shader settings
	cubemap_intensity = 0.7#0.7

	system_back_light_diffuse = hsv { 0.58 0.5 0.5 }
	
	ambient = hsv { 0.5	0.2	0.25	}	#global ambient, no direction
	
	# Key light from left up
	cam_light_1_diffuse = hsv { 0.4 0.15 1.0} #1
	
	# Fill light from right
	cam_light_2_diffuse = hsv { 0.095 0.2 0.45} #0.3
	
	# Light going over model when moving around
	cam_light_3_diffuse = hsv { 0.45 0.2 0.8 } # 0.8
	
	# Rim light shader
	#rim_light_diffuse = hsv { 0.095 0.5 0.3}#0.25
	rim_light_diffuse = hsv { 0.5 0.35 0.3}#0.25
	
	
	light_hdr_range = 1.0 
	
	bloom_width = 1.5
	bloom_scale = 0.80
	bright_threshold = 0.999		# Bloom threshold
	emissive_bloom_strength = 2.095 # return float4( vColor, 1.4*NdotL ); (line 1111)

	
	hdr_min_adjustment = 0.08 #är hur mkt den anpassar sig till mörka områden, mindre värde -> mer mörkerseende
	hdr_max_adjustment = 0.2 #jätte högt värde så ser du bra trots att du står inuti solen och tittar. 
	#om du sätter max_adjustment till ett relaitiv lågt värde och sedan maxxar solens styrka så bör hela bilden typ overbrigtas
	hdr_adjustment_speed = 4
	tonemap_middlegrey = 0.1
	tonemap_whiteluminance = 2.0
	
	lava_cold_stone_color = hsv { 0.99 1.0 1.0 } 
	lava_cold_stone_intensity = 4.9 
	lava_bright_color = hsv { 0.2 0.9 0.6 } 
	lava_bright_intensity = 4.0
	lava_hot_stone_color = hsv { 0.8 1.0 0.1 } 
	lava_hot_stone_intensity = 0.0

	#lava_cold_stone_color = hsv { 0.99 1.0 1.0 } 
	#lava_cold_stone_intensity = 4.9 
	#lava_bright_color = hsv { 0.2 0.9 0.6 } 
	#lava_bright_intensity = 4.0
	#lava_hot_stone_color = hsv { 0.8 1.0 0.1 } 
	#lava_hot_stone_intensity = 0.0
	

	tex_lava_noise="gfx/worldgfx/lava_noise.dds" #Noise texturen som genererar lava mönstret
	tex_lava_diffuse="gfx/worldgfx/lava_d.dds" #Texturen som mullas med bright/lava area
	tex_stone_diffuse="gfx/worldgfx/stone_d.dds" #Texturen som mullas med stone area

	system_light="k_class_star"
}
