[Material_PhotoelasticGlass]
Meshes= glasslhl_a
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.7  ; spots for limiting effect  to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4  ; how many stripes are there
FilmIOR = 2.6
[EXTRA_FX]
MASK_GBUFFER = glassrtl_a001,glasslfl_a
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[Material_PhotoelasticGlass]
Meshes= glasslhl_a
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.7  ; spots for limiting effect  to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4  ; how many stripes are there
FilmIOR = 2.6
Smoothness = 0.75
[Material_Glass]
Materials = gls_colored_a,gls_ML_CH1_Circular_001_4D000099,gls_ML_CH1_Custom,gls_colored_4D000099
FilmIOR = 1.4
PhotoelasticityMult = 0
ProfileFix = 0
BrightnessAdjustment = 0.05
ThicknessMult = 1
MaskPass = 3
MaskPassColor = 35, 0, 0
intlights
[EMISSIVE_LIGHT_...] 
NAME =x6m_interior_speedometr003,x6m_interior_speedometr007,interior_digital_gauge_comfort.001
COLOR=5,5,5,5
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = body
; Metallic car paint
[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.4 ; compensates for ambient specular
ColoredSpecular = 1.5
SpecularBase = 1, 100
SpecularSun = 0.1, 2500
SunMultiplier = 1
ClearCoatThickness = 0.08

[Material_Leather]
Materials = steerAOleather
BrightnessAdjustment = 0.7
OcclusionMap = 0.4
Smoothness = 0.2
Reflectance = 0.3
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=plastic dashboard diffuse.dds
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=plastic dashboard nm.dds

[EMISSIVE_LIGHT_...] 
NAME=x6m_interior_speedometr001
COLOR=5,5,5,10
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] 
NAME =glassmonitorcenter,x6m_interior_speedometr008
COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] 
NAME = Plane005,Plane003,Plane004,Plane002
COLOR=15,15,15,1
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] 
NAME = int_plastic
COLOR=0,0,2,9
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] 
NAME = svet,svet001
COLOR=1,1,1,5
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] 
NAME =interior_digital_gauge_comfort.001
COLOR=5,5,5
OFF_COLOR=5,5,5
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] 
NAME =int_plastic001
COLOR=5,5,5,8
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[ANALOG_INDICATOR_...]
INPUT=ARROW_WATER
NAME=ARROW_C1_WATER
ZERO=-40
STEP=0.032


[EMISSIVE_LIGHT_...] 
NAME =trunk_a008
COLOR=5,5,5,2
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1
[LIGHT_LICENSEPLATE]
MESHES=frame
OFFSET=0.0, 0.01, -0.04
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.5
SPOT=200
SPOT_SHARPNESS=0.4
COLOR=.5,.8,1,10
LAYOUT=TWO_ON_TOP

[EMISSIVE_LIGHT_...] 
NAME =x6m_interior_speedometr004,x6m_interior_speedometr007,interior_digital_gauge_comfort
COLOR=1,1,1,5
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] 
NAME =dashstructure_a024,dashstructure_a025,dashstructure_a026,dashstructure_a027
COLOR=5,5,5
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] 
NAME =steeringcolumn_a021,steeringcolumn_a010
COLOR=5,0.3,0
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[ANIMATION_...]
INPUT = EXTRA_B        
FILE =sunroof.ksanim
TIME =0.5        
LOOP_KEEP_UNTIL_DONE = 0   
/////////



[EMISSIVE_LIGHT_...] ;  Low Beam
NAME =angel,vrangeleyes001
COLOR=7,8,9,4
OFF_COLOR=7,8,9,1
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  Low Beam
NAME =lowbeam,lowbeam1,headlightl_a008
COLOR=7,8,9,2
OFF_COLOR=7,8,9,1
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  Low Beam
NAME =blacksqarednmridges,headlightl_a014_SUB1
COLOR=5,5,5,15
OFF_COLOR=5,5,5,8
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...] ;  Low Beam
NAME = carbonheadlihts
COLOR=5,5,5,6
OFF_COLOR=5,5,5,2
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  Low Beam
NAME =headlightl_a001
COLOR=100,80,60,2
OFF_COLOR=100,80,60,2
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1


[EMISSIVE_LIGHT_...] ;  Low Beam 2 
NAME=sqared_light000
COLOR=5,5,5,15
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=sqared_light002
COLOR=50,50,50
LAG=0.5
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_...]
INPUT= EXTRA_A
BIND_TO_EXTRA_C=1
NAME=fendersvent_a007_SUB3,foglightr_a_SUB3,foglightrbulbs_a,foglightlbulbs_a
COLOR=20,20,25,2.5
LAG=0.2
SIMULATE_HEATING=0.3

[EMISSIVE_...]
INPUT= EXTRA_A
BIND_TO_EXTRA_C=1
NAME=Warning_FogLampRear 
;COLOR=1,0.3,0
COLOR=5,3,0,1
LAG=0.2
SIMULATE_HEATING=0.3


[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=taillightchmsl_a_SUB1
COLOR=50,5,1,5
LAG=0.8
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=taillights,taillights002,taillights001,taillights001,taillights003
COLOR=50,5,1,5
LAG=0.8
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.9
FALLBACK_HEADLIGHTS_COLOR=15,2,0,5

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=glassrtl_a002
COLOR=50,5,1,2
LAG=0.8
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.9
FALLBACK_HEADLIGHTS_COLOR=15,2,0,2

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=red_sqareNM
COLOR=15,1,0,9
LAG=0.8
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.9
FALLBACK_HEADLIGHTS_COLOR=15,1,0,2




[INCLUDE: common/materials_interior.ini]



[INCLUDE: common/navigators.ini]
[Navigator_StyleSygic]
ACTIVE = $" read('csp/version', 0) >= 1564 "
Meshes = glassmonitorcenter
@ = Navigator_Size, Resolution = "2048, 1024", Offset = "1, 1", Size = "2048, 1024", Scale = 0.5  
Brightness = 0.7
[LIGHT_BRAKEDISCS_FRONT]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.5, 0, 10.2
DEBUG=0
DIFFUSE_CONCENTRATION=0.88
DIRECTION=1, 0, 0
EXTERIOR_ONLY=1
FADE_AT=30
FADE_SMOOTH=5
GLOW_BOUNDARY_FROM=1
GLOW_BOUNDARY_TO=10
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=0, 0, 0
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.8

[LIGHT_BRAKEDISCS_REAR]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.5, 0, 10.2
DEBUG=0
DIFFUSE_CONCENTRATION=0.88
DIRECTION=1, 0, 0
EXTERIOR_ONLY=1
FADE_AT=30
FADE_SMOOTH=5
GLOW_BOUNDARY_FROM=1
GLOW_BOUNDARY_TO=10
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=0, 0, 0
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.8

[EMISSIVE_...]
NAME=gauge_emissive006
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 35
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=gauge_emissive009
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_...]
NAME=Warning_lane
COLOR=40,20,4,1
OFF_COLOR=0,0,0
LAG=0.2
TOGGLE_VISIBILITY = 1


[EMISSIVE_...]
NAME=Warning_lane2
COLOR=40,20,4,1
OFF_COLOR=0,0,0
LAG=0.2
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 65
INPUT_THRESHOLD_INVERSE = 1
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
NAME=Warning_lane.003
COLOR=40,20,4,1
OFF_COLOR=0,0,0
LAG=0.2
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 65
INPUT_THRESHOLD_INVERSE = 1
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
NAME= Warning_car
COLOR=40,4,4,1
LAG=0.2
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD = 65
INPUT_THRESHOLD_INVERSE = 1
TOGGLE_VISIBILITY = 1

[EMISSIVE_TRACTIONCONTROL_0]
NAME=gauge_emissive002
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=gauge_emissive010
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=60,12,0.2,1
NAME=gauge_emissive000
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_HANDBRAKE_...]
NAME=gauge_emissive001,Warning_PARK
TOGGLE_VISIBILITY = 1
COLOR=60,2,0.2,2
LAG=0.2

[EMISSIVE_...]
NAME=gauge_emissive011
TOGGLE_VISIBILITY = 1
COLOR=60,12,0.2,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 800
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_LIGHT_...] 
NAME =gauge_emissive007
TOGGLE_VISIBILITY = 1
COLOR=0,5,0
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME =gauge_emissive003
TOGGLE_VISIBILITY = 1
COLOR=0,0,5
LAG=0.8
SIMULATE_HEATING=0
CAST_LIGHT=1

[LIGHT_HEADLIGHTS]
COLOR=10,11,13,1.25
POPUP_ENABLED=1
POSITION=-0.0, 0.7, 1.8        ; position, relative to car, without X component
MIRROR=0.65                  ; and here is X: if non-zero, lights merge with distance
DIRECTION=0,0.1, 1          ; direction for spotlight
RANGE_FIRSTPERSON=290.0       ; range when car is close to camera
RANGE_CARS_NEARBY=130.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=90.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=0.0     ; increase to move gradient further from the camera
FADE_FROM=140.0               ; when to fade until full deactivation, from
FADE_TO=90.0                 ; when to fade, to
SPOT=61.0                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0.7           ; how sharp should be spotlight
SPOT_EDGE=0.14, 0.14, 0.14    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
                              ; three numbers are for three color channels, for cheap chromatic abberations effect
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=49.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=-0.1    ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.1        ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=40.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=0.9    ; intensity of second spotlight

[LIGHT_REVERSE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.44832
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0, 0.3, -2.4
RANGE=2
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

[EMISSIVE_REVERSE_0]
NAME =reverselightr
COLOR = 20, 20, 20,0.2         ; glowing color if condition is met
LAG = 0.73                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1 

[ANIMATION_...]
INPUT = GEAR_R             ; bind to reverse gear
FILE = gear_r.ksanim     ; file name of new animation in “animations” folder
TIME = 0.5                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
							
[ANIMATION_...]
INPUT = GEAR_D             ; bind to reverse gear
FILE = gear_n.ksanim     ; file name of new animation in “animations” folder
TIME = 0.5                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)


[ANIMATION_...]
INPUT = GEAR_N             ; bind to reverse gear
FILE = gear_n.ksanim     ; file name of new animation in “animations” folder
TIME = 0.5                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
							
							
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=turnsignalrr001
COLOR=40,15,0,0.5
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=turnsignalrr
COLOR=40,15,0
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=lowbeam003
TOGGLE_VISIBILITY = 1
COLOR=40,15,0,0.5
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=lowbeam002
TOGGLE_VISIBILITY =
COLOR=40,15,0
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=gauge_emissive004
COLOR=0,2,0
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=gauge_emissive005
COLOR=0,2,0
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=vrangeleyes
COLOR=40,15,0,0.5
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=glassrtl_a004
COLOR=40,15,0,0.5
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=wingmirrorl_a006
COLOR=40,15,0
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=wingmirrorr_a006
COLOR=40,15,0
LAG=0.7
SIMULATE_HEATING=0.7
LOCATION=REAR



[EMISSIVE_EXTRA_C_0]
BIND_TO_EXTRA_C=1
BIND_TO_HEADLIGHTS=0
NAME = Plate_LODA001,Plate_LODA002
COLOR=0,0,0.1,1         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color otherwise, default value is 0
LAG = 0.1                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY=1    
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_D_0]
BIND_TO_EXTRA_D=1
BIND_TO_HEADLIGHTS=0
NAME = Ramka001,Ramka
COLOR=0,0,0.1,1         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color otherwise, default value is 0
LAG = 0.1                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
TOGGLE_VISIBILITY=1    
TOGGLE_VISIBILITY_INVERSE=1