ParticleSystem = filename
SceneFile = filename
ModelFiles = obj1.mc,obj2.mc
SkyMesh = meshName
CubeMapSize = 0
Lensflare = filename
Shader {
    Environment {
        texName_ {
            Type = Cubemap
            FilePrefix = prefix
            File = filename
            Layer = 6
        }
    }
    Shader2D {
		Blocks = shader/blocks.ck
		Default = shader/default.ck
    }
    ShaderDepth {
		Blocks = shader/blocks.ck
		Default = shader/defaultDepth.ck
    }
    Shader3D {
		Blocks = shader/blocks.ck
		Default = shader/default.ck
		DiSpMiAt {
			Vertex = shader/main.vs
			Fragment = shader/main.fs
			Defined = '
			'
		}
		_ground {
			Vertex = shader/main.vs
			Fragment = shader/main.fs
			Defined = '
			'
			Uniform {
				TexReflect = 5
			}
		}
    }
}
Materials {
    materialName_ {
		Color = 2F53B300
		Parameter = 0.0,0.1,1.0,0.2
		Texture = texName
		TextureWrap = Repeat|MirroredRepeat|ClampToEdge
		Mipmap = Off|On
		Custom {
		    uniformName_ = vec4
		}
    }
}
GroundReflection {
    TexWidth = 512
	TexHeight = 256
}
Animation {
    File = actionfile
    objName_ {
        Mesh = meshName
        Mode = Loop|Sequence|Single|SingleRepeat
        Animations = act1,act2...
        AutoPlay = Yes
    }
}
DeferredRender {
    DeferredShader = shader3d
}
EffectRender {
	BlurTextureSize = 128
	BlurIterations = 2
    [BlackMask = texName]
    BloomIntensity = 1.0
    SSAOSize = 512,256
    StandardLuminance = 0.5
}
ShadowRender {
    TextureSize = 512
    Splits = 3
    SplitWeight = 0.8
}
Actions {
    File = actFile
    actName_ {
        BlendIn = 0
        CyclicStart = 0
        Flag = 0
        Sound = soundFile
        Extrapolation = Cyclic|Constant
        [NextAction = actName]
    }
}
Actors {
    objName_ {
        Action = actionName
    }
}
Flares {
	MaxFlaresRender = 10
	Resources {
		flare = flare.atlas
	}
	Instances{
		ptFlare {
			Frame = flare/c_1
			Type = 0
		}
	}
}
			
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