;---------------------///INCLUDE///---------------------

[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE:pbr_int.ini]
[INCLUDE:pbr_ext.ini]
[INCLUDE:futeki.ini]
[INCLUDE]
INCLUDE=common/no_popup_lights.ini
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_glass.ini]

;---------------------///FUTEKI///---------------------

[ANIMATION_...]
INPUT = G_FORCE            ; bind to reverse gear
INPUT_SELECTOR = 0
FILE = glat.ksanim     ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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 = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
INPUT_LUT = (| -2=0 |0=0.5 | 2=1 )

[ANIMATION_...]
INPUT = G_FORCE            ; bind to reverse gear
INPUT_SELECTOR = 2
FILE = glon.ksanim     ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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 = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
INPUT_LUT = (| -2=0 |0=0.5 | 2=1 )

[ANIMATION_....]
INPUT = GAS            ; bind to reverse gear
FILE = TPS.ksanim     ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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 = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)

[ANIMATION_...]
INPUT = OIL_PRESSURE            ; bind to reverse gear
FILE = pressaooleo.ksanim     ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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 = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)

INPUT_LUT = (| 0=0 |3=0.5 | 10=0.8 )

[ANIMATION_...]
INPUT = OIL_PRESSURE            ; bind to reverse gear
FILE = pressaocomb.ksanim     ; file name of new animation in “animations” folder
TIME = 20.0                  ; animation time
INPUT_AS_PROGRESS = 1       ; 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 = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)

INPUT_LUT = (| 0=0  |2=0.5 | 10=0.6 |))

[DI_BATTERY_...]
DIGITAL_ITEM = 6
DIGITAL_ITEM_NUMBER_FORMAT = 1.1

[DI_TURBO_BOOST_...]
DIGITAL_ITEM = 8

INPUT_MULT = 1


INPUT_LUT = (| 0=0.90 | 0.2=0.86 | 0.3=0.78 | 0.4=0.75 )

INPUT_STALLED_VALUE = 1.2
INPUT_STALLED_LAG = 0.85

DIGITAL_ITEM_NUMBER_FORMAT = 01.2

[EXTRA_FX_EMISSIVE_...]

MATERIALS = verdeft, laranjaft, Material #51, fundodatela, Material #49           ; list of materials

RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1                ; optional brightness multiplier (could be an RGBA value)


; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR =  ; set to 1 to use COLOR and emissive color only

[SHADER_REPLACEMENT_...]
MATERIALS = acendeswit, verdeft, laranjaft, Material #51, fundodatela, Material #49   
ADAPTIVE_EMISSIVE = 1

[EMISSIVE_EXTRA_A_1]
;tela ft
NAME=tela, pressaocombustivel, pressaooleo, forcag2, 
CHANNEL=0
COLOR=5, 5, 5
FALLBACK_HIGHBEAM_COLOR=5, 5, 5
FALLBACK_LOWBEAM_COLOR=5, 5, 5
FALLBACK_HEADLIGHTS_COLOR=5, 5, 5
LAG=0.5
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5