#reloadworldgfx
gfx_settings = 
{
	# world tag identifier
	world = ship_designer
	
    # 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/sky.dds"
	#center_entity = "spacedust_entity"		
	# Shader settings	
 
	
	
	cubemap_intensity = 0.7
	
	system_back_light_diffuse = hsv { 0.58 0.5 0.0 } #0.5
	
	ambient = hsv { 0.5	0.2	2.0	}	
	
	# Fill light from left up
	cam_light_1_diffuse = hsv { 0.12 0.2 3.5} #1
	
	# Rim light from lower right
	cam_light_2_diffuse = hsv { 0.55 0.4 1.0} #0.45
	
	# Light going over model when moving around
	cam_light_3_diffuse = hsv { 0.55 0.35 1.75 } # 0.8
	
	# Rim light shader
	rim_light_diffuse = hsv { 0.56 0.5 0.2}#0.3
	
	
	
	
	light_hdr_range = 1.0
	
	bloom_width = 1.5
	bloom_scale = 0.12
	bright_threshold = 0.9		# Bloom threshold
	emissive_bloom_strength = 2.0
	
	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 = 0.14
	tonemap_whiteluminance = 2.0
	
	##NOT USED, but still required
	system_light="ship_designer_light"
	
	
}
