 ; configuration file for INTERLAGOS
 
[ABOUT]
AUTHOR = VheEth
VERSION = 1.1
DATE_RELEASE = 2021 jan 30
LIGHTS_COUNT = 
NOTES = 
 
[SOL]
HORIZON_OFFSET = 3.0
FOG_LEVEL = 1.2
FOG_BLEND = 1.0
FOG_DISTANCE = 0.85
SMOG_MORNING = 0.20
SMOG_NOON = 0.45
SMOG_EVENING = 0.55
SUN_DAWN = 1
SUN_DUSK = 0
EXPOSURE_FIX = 0.87
 
[LIGHTING]
LIT_MULT = 0.7
SPECULAR_MULT = 2
CAR_LIGHTS_LIT_MULT = 1
 
[WIND]
DYNAMIC_FLAGS = AUTO
 
[CONDITION_0]
NAME = NIGHT_SMOOTH
INPUT = TIME
LUT = (|0=1|25200=1|25200=0|63000=0|63000=1|86400=1|)
LAG = 0.97
 
[CONDITION_1]
NAME = HAZARDS1
INPUT = ONE
FLASHING_FREQUENCY = 0.1
FLASHING_SMOOTHNESS = 0.2
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
 
[CONDITION_2]
NAME = RACING_FLAG
INPUT = FLAG_TYPE
LUT = =(|1=0,1,0|2=1,1,0|3=1,0.5,0|4=1,0.3,0|5=1,0,0|6=0.7,0.7,0.7|7=1,0.5,0.5|8=0.1,0.1,0.1|9=0,0,0.1|10=0.5,0.5,0.5|11=0.5,0.5,0.5|12=0,0,1|13=0,0,0|14=1,1,1|)
INPUT_STAY_FOR = 1.0
INPUT_CHANGE_DELAY = 0.5
 
[CONDITION_3]
NAME = ALWAYS_ON
INPUT = ONE
 
[CONDITION_4]
NAME = BLINK_ALT
INPUT = ONE
FLASHING_FREQUENCY = -5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1
 
[CONDITION_5]
NAME = BALOON_FLAMES1
INPUT = ONE
FLASHING_FREQUENCY = 0.2
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)
 
[CONDITION_6]
NAME = BALOON_FLAMES2
INPUT = ONE
FLASHING_FREQUENCY = 0.25
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.6=0|0.69=0.5|0.8=1|0.81=0|1.0=0|)
 
[CONDITION_7]
NAME = BALOON_FLAMES3
INPUT = ONE
FLASHING_FREQUENCY = 0.15
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)
 
[GRASS_FX]
GRASS_MESHES = 
GRASS_MATERIALS = GRASS?,CRETEG
ORIGINAL_GRASS_MATERIALS = 
OCCLUDING_MATERIALS = ROAD?,RMBL?,TWALL?,CMWALL?,WALL?
OCCLUDING_MATERIALS_ALPHA = ROADVERGE
 
MASK_MAIN_THRESHOLD = -0.5
MASK_RED_THRESHOLD = -1
MASK_MIN_LUMINANCE = 0.2 		; 09002255
 
MASK_BLUR = 1
SHAPE_SIZE = 3
SHAPE_TIDY = 0
SHAPE_CUT = 0
TRIM_PERIOD = THURSDAY
TEXTURE = grass_fx/highlands_darker.dds
TEXTURE_GRID = 8,3
 
[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1,1 			; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2,1
PIECE_2 = 1,2,2,1 		; texture taking 21 slots
PIECE_2_CHANCE = 0.1
 
[GRASS_FX_CONFIGURATION_A]
MASK_MAIN_THRESHOLD = 0.1
MASK_MAX_LUMINANCE = 0.75
MASK_MIN_LUMINANCE = 0.01
MASK_RED_THRESHOLD= -0.025
SHAPE_SIZE = 0.75,1.5
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.0025
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS?
MAP = A
 
[GRASS_FX_TEXTURE_GROUP_1]
PIECE_0 = 1,1 			; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2,1
PIECE_2 = 1,2,2,1 		; texture taking 21 slots
PIECE_2_CHANCE = 0.1
 
[GRASS_FX_CONFIGURATION_B]
SHAPE_SIZE = 0.5,1.25
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.00125
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = 
MAP = B
 
[RAIN_FX]
PUDDLES_MATERIALS = ROAD?,RD?,RMB?
SOAKING_MATERIALS = ROAD?,RD?,CMWALL?, BUSH?, TREE?, ?HOUSES?, ?BUILD?, ?TOWER?, ?ROOF?, ?WALL?, FLATS?, ?STAND?
SMOOTH_MATERIALS = TREEPALM, 
ROUGH_MATERIALS = GRASS?,CRET?,SAND
LINES_MATERIALS = ROADLINE?,ROADGRID
STREAM_EDGE_...= -429.43, 20.38, -311.24,-451.64, 20.38, -316.62
STREAM_EDGE_...= -443.1, 22.44, -220.97,-448.13, 23.34, -219.69
STREAM_EDGE_...= -401.64, 21.95, 220.91,-422.5, 21.92, 225.73
STREAM_EDGE_...= -345.11, 27.76, 440.98,-374.95, 28.54, 448.69
STREAM_EDGE_...= -344.32, 27.7, 440.77,-326.13, 24.69, 435.99
STREAM_EDGE_...= 71.79, -2.33, 138.76,93.2, -1.9, 142.55
STREAM_EDGE_...= -330.62, -0.15, -231,-320.73, -0.15, -241.09
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLOODLIGHT_LAMP
MATERIALS = FLOODLIGHT_LAMP
KEY_0 = ksEmissive
VALUE_0 = 234,121,36,0.5
VALUE_0_OFF = 0,0,0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0,0,0
CONDITION = NIGHT_SMOOTH
 
[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLOODLIGHT_LAMP
MATERIALS = FLOODLIGHT_LAMP
OFFSET = 0,0,0
DIRECTION = DIRECTION=0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.76
RANGE = 80
RANGE_GRADIENT_OFFSET = 0.4
FADE_AT = 1000
FADE_SMOOTH = 40
CLUSTER_THRESHOLD = 30
SINGLE_FREQUENCY = 0.5
COLOR = 234,121,36,0.05
COLOR_OFF = 255,183,76,0
CONDITION = NIGHT_SMOOTH
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = TV_SCREEN_MOVIE
MATERIALS = TV_SCREEN_MOVIE
KEY_0 = ksEmissive
VALUE_0 = 1
 
[LIGHT_SERIES_...]
ACTIVE = 1
DESCRIPTION = TV_SCREEN_MOVIE
MATERIALS = TV_SCREEN_MOVIE
OFFSET = 0,-2.2,0
DIRECTION = 0,1,0
SPOT = 180
RANGE = 10
FADE_AT = 800
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.5
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 0.6
CLUSTER_THRESHOLD = 20
COLOR = 255,225,180,0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FL_ILLUM,LIGHTPOSTGLOW
MATERIALS = FL_ILLUM,LIGHTPOSTGLOW
KEY_0 = ksEmissive
VALUE_0 = 234,121,36,0.5
VALUE_0_OFF = 0,0,0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0,0,0
CONDITION = NIGHT_SMOOTH
 
[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FL_ILLUM,LIGHTPOSTGLOW
MATERIALS = FL_ILLUM,LIGHTPOSTGLOW
OFFSET = 0,0,0
DIRECTION = DIRECTION=0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.76
RANGE = 120
RANGE_GRADIENT_OFFSET = 0.4
FADE_AT = 1000
FADE_SMOOTH = 40
CLUSTER_THRESHOLD = 30
SINGLE_FREQUENCY = 0.5
COLOR = 234,121,36,0.05
COLOR_OFF = 255,183,76,0
CONDITION = NIGHT_SMOOTH
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = GRLTA,GRPITLTA
MATERIALS = GRLTA,GRPITLTA
KEY_0 = ksEmissive
VALUE_0 = 255,255,255,0.025
VALUE_0_OFF = 0
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = 0.2
CONDITION = RACING_FLAG
 
[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = GRLTA,GRPITLTA
MATERIALS = GRLTA,GRPITLTA
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.5
RANGE = 5
RANGE_GRADIENT_OFFSET = 0.5
FADE_AT = 1000
FADE_SMOOTH = 50
DIFFUSE_CONCENTRATION = 1
CLUSTER_THRESHOLD = 20
COLOR = 180,205,255,0.025
CONDITION = RACING_FLAG
 
[LIGHT_SERIES_...]
DESCRIPTION = BUILDINGS
MESHES = pitbuild004,pitbuild035,gstand021,paddockbuild002,paddockbuild003,pitbuild019,redbuild003,tempstand013
OFFSET = 0,-10,0
CLUSTER_THRESHOLD = 32
COLOR = 1,0.7,0.2,20
SPOT = 155
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.25
DIRECTION = 0,1,0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = OUTERHOUSES
MATERIALS = OUTERHOUSES
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = BGBUILDINGSA_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = OUTERHOUSES
MATERIALS = OUTERHOUSES
KEY_0 = ksEmissive
VALUE_0 = 3
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = FLATS_1
MATERIALS = FLATS_1
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = FLATS_1_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLATS_1
MATERIALS = FLATS_1
KEY_0 = ksEmissive
VALUE_0 = 3
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = FLATSA
MATERIALS = FLATSA
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = FLATS_4_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLATSA
MATERIALS = FLATSA
KEY_0 = ksEmissive
VALUE_0 = 3
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = FLATS_4
MATERIALS = FLATS_4
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = FLATS_4_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLATS_4
MATERIALS = FLATS_4
KEY_0 = ksEmissive
VALUE_0 = 3
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = WINDOWS_1
MATERIALS = WINDOWS_1
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = WINDOWS_1_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = WINDOWS_1
MATERIALS = WINDOWS_1
KEY_0 = ksEmissive
VALUE_0 = 3
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
MATERIALS = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = GSTANDA_DETAILS_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
MATERIALS = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
KEY_0 = ksEmissive
VALUE_0 = 5
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = T56_BUILD_WALLS
MATERIALS = T56_BUILD_WALLS
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = GSTANDS_BOXES_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = T56_BUILD_WALLS
MATERIALS = T56_BUILD_WALLS
KEY_0 = ksEmissive
VALUE_0 = 5
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = SMALLFLATS_WALLS
MATERIALS = SMALLFLATS_WALLS
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = SMALLFLATS_WALLS_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = SMALLFLATS_WALLS
MATERIALS = SMALLFLATS_WALLS
KEY_0 = ksEmissive
VALUE_0 = 3
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = 3
VALUE_1_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = REDBUILD_WINDOWS
MATERIALS = REDBUILD_WINDOWS
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = REDBUILD_WINDOWS_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = REDBUILD_WINDOWS
MATERIALS = REDBUILD_WINDOWS
KEY_0 = ksEmissive
VALUE_0 = 5
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[LIGHT_SERIES_...]
DESCRIPTION = VHEICLES
MESHES = gru?,tractor?,ambulance?
OFFSET = 0,-10,0
CLUSTER_THRESHOLD = 32
COLOR = 1,0.7,0.2,20
SPOT = 155
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.25
DIRECTION = 0,1,0
CONDITION = NIGHT_SMOOTH
 
[LIGHT_SERIES_...]
DESCRIPTION = PITLIGHT
MESHES = 
OFFSET = 0,0,0
CLUSTER_THRESHOLD = 30
COLOR = 220,220,220,0.03
SPOT = 155
RANGE = 10
FADE_AT = 1000
FADE_SMOOTH = 40
SPOT_SHARPNESS = 0.76
DIRECTION = DIRECTION=0,-1,0
CONDITION = NIGHT_SMOOTH
 
[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = MARSHALL HUT
MESHES = marshut?
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.75
RANGE = 15
RANGE_GRADIENT_OFFSET = 0.1
FADE_AT = 1000
FADE_SMOOTH = 50
DIFFUSE_CONCENTRATION = 0.7
POSITION = -726.3466, -4.6, 144.2803
COLOR = 1,0.7,0.2,20
CONDITION = NIGHT_SMOOTH
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = ADS
MATERIALS = ADVERT_?,ADVERTISEMENTS?,PITBUILD_NUMBERS?
KEY_0 = ksEmissive
VALUE_0 = 255,219,150,0.0025
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = pitstd
MATERIALS = pitstd
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = pitstd_mask.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = pitstd
MATERIALS = pitstd
KEY_0 = ksEmissive
VALUE_0 = 2
VALUE_0_OFF = 0
 
[MATERIAL_ADJUSTMENT_...]
MESHES = Line117
KEY_0 = ksEmissive
VALUE_0 = 255,220,185,0.005
CONDITION = BALOON_FLAMES1
 
[MATERIAL_ADJUSTMENT_...]
MESHES = Line118
KEY_0 = ksEmissive
VALUE_0 = 255,200,155,0.007
CONDITION = BALOON_FLAMES2
 
[MATERIAL_ADJUSTMENT_...]
MESHES = Line119
KEY_0 = ksEmissive
VALUE_0 = 255,180,125,0.006
CONDITION = BALOON_FLAMES3
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames1
MATERIALS = ?ignition?
KEY_0 = ksEmissive
VALUE_0 = 255,220,185,0.1
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0,0,0
BLEND_MODE = ALPHA_TEST
CONDITION = FLAME_FLICKERING
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames
MATERIALS = balloon_flame,fire
KEY_0 = ksEmissive
VALUE_0 = 255,220,185,1.5
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0,0,0
CONDITION = BALOON_FLAMES1
 
[ANIMATED_...]
NODE = helicopter_red
ANIMATION = heli_redfly_x.ksanim
DURATION = 192
 
[SHADER_REPLACEMENT_...]
MATERIALS = Rotor
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
 
[SHADER_REPLACEMENT_...]
MATERIALS = Rotor2
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli green
MATERIALS = heligreen,Hughes500_GreenLight
KEY_0 = ksEmissive
VALUE_0 = 0,255,0,1
VALUE_0_OFF = 0
CONDITION = BLINK
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli red
MATERIALS = helired,Hughes500_RedLight
KEY_0 = ksEmissive
VALUE_0 = 255,0,0,2
VALUE_0_OFF = 0
CONDITION = BLINK_ALT
 
;[SHADER_REPLACEMENT_...]
;ACTIVE=1
;DESCRIPTION Bushes
;MATERIALS=BUSH?, 
;PROP_...=ksAlphaRef,0.5
;PROP_...=ksAmbient,0.3
;PROP_...=ksDiffuse,0.175 
;PROP_...=ksSpecular, 0
;PROP_...=ksSpecularEXP, 1
;PROP_...=ksEmissive, 0
; 
;[SHADER_REPLACEMENT_...]
;ACTIVE=1
;DESCRIPTION=Trees
;MATERIALS=TREEA,TREEB,TREEC,TREED
;PROP_...=ksAlphaRef,0.5
;PROP_...=ksAmbient,0.45
;PROP_...=ksDiffuse,0.225 
;PROP_...=ksSpecular, 0
;PROP_...=ksSpecularEXP, 1
;PROP_...=ksEmissive, 0

;[SHADER_REPLACEMENT_...]
;ACTIVE=1
;DESCRIPTION=Palms
;MATERIALS=TREEPALM
;PROP_...=ksAlphaRef,0.5
;PROP_...=ksAmbient,0.4
;PROP_...=ksDiffuse,0.275 
;PROP_...=ksSpecular, 0.0
;PROP_...=ksSpecularEXP, 2.5
;PROP_...=ksEmissive, 0