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

;;;;;;;;; Camaro z/28 By TGN Modding ;;;;;;;;; 
; Conversion: TGN Modding / Origin: Forza Horizon 4
; Ambient Occlusion: Mr. Suzuki
; Interior Details: Mr. Suzuzi
; Physics: Mr. Suzuki
; Custom Shaders Patch: Mr. Suzuki

; Download Link: https://www.facebook.com/groups/tgnmodding
; Patreon: https://www.patreon.com/TGNModding 
; Discord: https://discord.gg/Vam77j5UPu

;;;;;;;;; Data Replacement ;;;;;;;;; 
[DATA] 
DISABLE_LIGHTSINI = 1

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[INSTRUMENTS]
RPM_VINTAGE =1 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some
;;;;;;;;; Exterior PBR Shaders / By Mr. Suzuki ;;;;;;;;; 
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.02
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=-0.09
WIDTH=0.1

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.72   ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.110
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08 0.3
WEAR_FORCE = 0.6
;GLOW_FORCE = 0.0

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = dashstructure_a_SUB9, glassbumperrsidemarkers_a, glassbumperfsidemarkers_a_SUB0, headlightl_a_SUB2, glassltl_a_SUB1 , taillightl_a_SUB8 , glassrhl_a_SUB1 , taillightr_a_SUB8 , glasschmsl_a_SUB0 , glasslhl_a , glassrhl_a01 , headlightr_a_SUB2

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = 
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = EXT_TYRES
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = Plateplasticstuff
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[Material_Glass] ; Red Taillights Glass
Materials = gls_clear_gaugepod_a
FilmIOR = 1.0
ExtraLightsAdjustment = .1
BrightnessAdjustment = .1
Refraction = 1
Desaturate = 0
ThicknessMult = .2
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 0
MaskPassColor=0,0,0

[Material_Glass] ; Windows
Materials = ExtWindows
FilmIOR = 2.3
ExtraLightsAdjustment = .2
BrightnessAdjustment = .3
Refraction = 1
Desaturate = 00
ThicknessMult = 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[Material_PhotoelasticGlass] ; Headlights
Materials = ExtGlass
FilmIOR = 2.0
PhotoelasticityMult = 0.15  ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.35
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.0

[WIPERS] ; Wiper Shake 
FRONT_0= 
FRONT_1= 
REAR_0= 
WIND_THRESHOLDS_KMH = 150, 350 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
WIND_OFFSET = 0.03 ; base animation 

[WIPERS_TRACE_...]
SURFACE = glassf_a_SUB1
WIPERS = wipers_a_SUB1 , wipers_a_SUB008

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = 
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 50
INPUT_MAX = 60
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

[EXHAUST_FLAMES] ; CSP Flames Configuration
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=65000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=0.55 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7200 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=.1 ; flame size
FLAT_SHIFT_PROBABILITY=.5 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=.1 ; flame size
LIMITER_RPM_THRESHOLD=6500 ; limiter flames will not shoot below this rpm

;;;;;;;;; Exterior Lights / By Mr. Suzuki ;;;;;;;;; 

[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=headlightlbulbs_a_SUB2,headlightl_a_SUB7,headlightrbulbs_a_SUB2,headlightr_a_SUB7
COLOR=120,100,90,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=
COLOR=120,100,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headlightlbulbs_a_SUB1,headlightrbulbs_a_SUB1
COLOR=120,100,90,15
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=
COLOR=50, 2, -10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...]
NAME=taillightl_a_SUB4 ,taillightr_a_SUB4
COLOR=110, 10, 10, 10
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 20, 0, 6
FALLBACK_HEADLIGHTS_COLOR=110, 20, 0, 3
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking


[EMISSIVE_BRAKE_...]
NAME=taillightlbulbs_a_SUB0,taillightrbulbs_a_SUB0
COLOR=110, 10, 10, 15
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 20, 0, 6
FALLBACK_HEADLIGHTS_COLOR=110, 20, 0, 3
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_BRAKE_...]
NAME=taillightchmsl_a_SUB1
COLOR=110, 10, 10, 5
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 20, 0, 3
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = taillightrbulbs_a_SUB1,taillightlbulbs_a_SUB1                ; name (one or more) of a mesh to glow
COLOR = 120,110,130,2       ; glowing color if condition is met
LAG = 0.2                   ; 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       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= plateus_a_SUB2
OFFSET=-0.0, 0.05, 0.0
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.4
SPOT=80
SPOT_SHARPNESS=0.2
COLOR=1,2.5,4, 5
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=headlightlbulbs_a_SUB0
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=
COLOR=100,20,0,2
FALLBACK_HEADLIGHTS_COLOR=120,100,120,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=Object007,Object008
COLOR=100,20,0,8
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
FALLBACK_BRAKES_COLOR = 110, 20, 0, 6
FALLBACK_HEADLIGHTS_COLOR=100, 20, 0, 5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME=headlightrbulbs_a_SUB0
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=
COLOR=100,20,0,2
FALLBACK_HEADLIGHTS_COLOR=120,100,120,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=Object009,Object010
COLOR=100,20,0,8
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
FALLBACK_BRAKES_COLOR = 110, 20, 0, 6
FALLBACK_HEADLIGHTS_COLOR=100, 20, 0, 5

; Extra Option Lights - Could Be FogLights
[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=120,100,120,5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_A_1] ; Rear FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=120,10,-120,5
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Interior Lights
[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=gaugecluster_a
COLOR=2,2,2,2.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=dashstructure_a_SUB5,Object005
COLOR=20,5,0,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Navigation Light
NAME=dashstructure_a_SUB8,NoHesiPlate
COLOR=2,2,2,.9
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=centerstackbezels_a_SUB3 , steeringcolumn_a_SUB15 , centerconsolestructure_a_SUB9 , doorcardlf_a_SUB4 , dashstructure_a_SUB10 , overheadconsole_a_SUB0
COLOR=2,3,4
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

;;;;;;;;; Light Effects Config / By Mr. Suzuki ;;;;;;;;; 
[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.743 ; X Position
DIRECTION = 0, 0,-1
POSITION = 0.0, 0.546, 2.05
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightl_a_SUB7
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,.5
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.742 ; X Position
DIRECTION = 0, 0,1
POSITION = 0.0, 0.545, 1.90
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightl_a_SUB7
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,1.5
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Highbeam Selflighting
MIRROR = 0.612 ; X Position
DIRECTION = 0, 0,-1
POSITION = 0.0, 0.531, 2.08
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightrbulbs_a_SUB1
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,.5
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Highbeam Selflighting
MIRROR = 0.612 ; X Position
DIRECTION = 0, 0,1
POSITION = 0.0, 0.531, 1.95
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightrbulbs_a_SUB1
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,1.5
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Left Turn Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,-1
POSITION = 0.514, 0.521, 2.15
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightlbulbs_a_SUB0
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,0.9
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Left Turn Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,1
POSITION = 0.514, 0.521, 2.05
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightlbulbs_a_SUB0
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,0.9
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Right Turn Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,-1
POSITION = -0.516, 0.517, 2.15
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightrbulbs_a_SUB0
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,0.9
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Right Turn Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,1
POSITION = -0.516, 0.517, 2.05
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = headlightrbulbs_a_SUB0
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,70,50,0.9
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Taillights Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,-1
POSITION = 0.677, 0.724, -2.10
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = Object008
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,30,0,0.7
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Taillights Selflighting
MIRROR = 0.0 ; X Position
DIRECTION = 0, 0,-1
POSITION = -0.677, 0.724, -2.10
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = Object009
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,30,0,0.7
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Taillights Selflighting
MIRROR = 0.428 ; X Position
DIRECTION = 0, 0,-1
POSITION = 0.0, 0.724, -2.20
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = taillightl_a_SUB4
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR=100,30,0,0.9
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Reverse Selflighting
MIRROR = 0.540 ; X Position
DIRECTION = 0, 0,1
POSITION = 0.0, 0.735, -2.36
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = taillightlbulbs_a_SUB1
SPOT_SHARPNESS =0.0
SPOT = 120
COLOR=100,100,100,0.5
SPECULAR_MULT = 1
RANGE = 0.15

[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=100,70,50,0.1
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.45, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.000
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.743, 0.547, 1.94
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=50
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0

[LIGHT_HEADLIGHT_1] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=100,70,50,0.1
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.45, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.000
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=-0.743, 0.547, 1.94
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=50
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0
[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.596
MIRROR_DIRECTION=0
POSITION=0.06, 0.609, -1.99
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.389
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0, 0.612, -2.07
RANGE=4
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

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=0,136,205,.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.461, 0.8, 0.565
DIRECTION=0,0,-1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=0,136,205,.1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.303, 0.802, 0.567
DIRECTION=0,0,-1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=0,136,205,.005
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.459, 0.808, 0.34
DIRECTION=0,0,1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=0,136,205,.005
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.285, 0.803, 0.34
DIRECTION=0,0,1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=5
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=0,10,10,1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.0, 0.581, 0.529
DIRECTION=0,0,-1
RANGE=.65
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=0,10,10,1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.0, 0.0, 0.0
DIRECTION=0,0,-1
RANGE=.65
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=0,10,10,1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.669, 0.631, 0.289
DIRECTION=0,0,-1
RANGE=.65
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0
;;;;;;;;; Animation Config / By Mr. Suzuki ;;;;;;;;; 
[ANIMATION_0]
FILE=Hood_Anim.ksanim
TIME= 2.0
BIND_TO_EXTRA_B=1

;;;;;;;;; Cluster Config / By Mr. Suzuki ;;;;;;;;; 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=INSIDE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=INSIDE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=FML101
COLOR=0,0,10,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=FML103
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=FML108
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=FML104
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=FML105
TOGGLE_VISIBILITY = 0
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=FML102
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25
 
[EMISSIVE_...] ; Warning Engine
NAME=FML109
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=FML110
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=FML111,FML100
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.3

[EMISSIVE_...] ; Stalled Manual Only
NAME=FML107, FML106
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

[ODOMETER_MAIN]
DIGITAL_ITEM=
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=3
DIGITAL_ITEM_NUMBER_FORMAT=04.1
UPPER_BOUND=999

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01

"[ITEM_] ; This Goes Into Your Digital_Instruments.ini
VERSION=2
PARENT=
POSITION=-0.133,0.082,0.035
TYPE=PLACE_HOLDER
SIZE=0.017
COLOR=255,255,255,255
INTENSITY=3
FONT=e92_big
ALIGN=CENTER
UNITS=KML

[ITEM_] ; Odometer Main
PARENT=
TYPE=PLACE_HOLDER
TEXT=05448
POSITION=-0.0078, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=LEFT

[ITEM_] ; Odometer Trip
PARENT=
TYPE=PLACE_HOLDER
TEXT=829.8
POSITION=0.000, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=RIGHT

[TURBO_BOOST_SERIE_] ; Dynamic Boost Range
PREFIX=
START_INDEX=
END_INDEX=
BOOST_START=-0.0
BOOST_END=1.1

[RPM_SERIE_] ; Digital RPM Gauge
PREFIX=
START_INDEX=0
END_INDEX=25
RPM_START=0
RPM_END=

[LED_] ; RPM Blink LED
OBJECT_NAME=
RPM_SWITCH=6500
EMISSIVE=15,15,0
DIFFUSE=0.3" 

;;;;;;;;; Audio Volume [CAREFULL WITH THIS] / By Mr. Suzuki ;;;;;;;;; 
[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=0

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=2
ENGINE_INT=2
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=0
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 0.90
ENGINE_INT = 0.90
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By Mr. Suzuki ;;;;;;;;; 
[Display_A ndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes =   ; display mesh
Resolution = 1024, 548   ; texture resolution
Size = 1024, 410           ; size of the screen area
Offset = 5, 5              ; left top corner of screen area
Scale = 1                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

[Navigator_StyleModernLight] ; Navigator Of Choice
Meshes = 
Resolution = 2028, 2048 ; Get This From Object Inspector/Textures/TransparentBlackBox
Offset = 350,650
Size =658, 658


;;;;;;;;; Spotify Integration ;;;;;;;;; 

[CAR_STEREO_...] ; Currently Set For Audi
ACTIVE = $" read('csp/version', 0) >= 1279 "

MESHES = 
RESOLUTION = 470 , 330 ; matches values in navigator 
DISPLAY_POS = 0, -93
DISPLAY_SIZE = 1028 , 548
COLOR = 1, 1, 1, 1
FADE_WHEN_INACTIVE = 1.00
DITHERING = 20

; artist text
TEXT_CSP_0 = "{Artist}"
TEXT_CSP_0_NOALBUM = "{Artist}"
TEXT_CSP_0_NOARTIST = "{Track}"
TEXT_CSP_0_FALLBACK = "Please Connect Device"
TEXT_CSP_0_ALIGN_LAYOUT = 0
TEXT_CSP_0_START = 50, 218
TEXT_CSP_0_SIZE = 350, 400
TEXT_CSP_0_FONT_TYPE = ARIAL
TEXT_CSP_0_Z_INDEX = 10
TEXT_CSP_0_SCALE = 1, 1
TEXT_CSP_0_BOLD = 0

; track text
TEXT_CSP_3 = "{Track}"
TEXT_CSP_3_NOALBUM = "{Track}"
TEXT_CSP_3_NOARTIST = "{Track}"
TEXT_CSP_3_FALLBACK = "Unknown Song"
TEXT_CSP_3_ALIGN_LAYOUT = 0
TEXT_CSP_3_START = 50, 180
TEXT_CSP_3_SIZE = 350, 200
TEXT_CSP_3_FONT_TYPE = ARIAL
TEXT_CSP_3_Z_INDEX = 10
TEXT_CSP_3_SCALE = 1, 1
TEXT_CSP_3_BOLD = 0

; album text
TEXT_CSP_4 = "{Album}"
TEXT_CSP_4_NOALBUM = "{Album}"
TEXT_CSP_4_NOARTIST = "{Album}"
TEXT_CSP_4_FALLBACK = "Unknown Album"
TEXT_CSP_4_ALIGN_LAYOUT = 0
TEXT_CSP_4_START = 50, 252
TEXT_CSP_4_SIZE = 385, 200
TEXT_CSP_4_FONT_TYPE = ARIAL
TEXT_CSP_4_Z_INDEX = 10
TEXT_CSP_4_SCALE = 1, 1
TEXT_CSP_4_BOLD = 

; track position
TEXT_CSP_1 = "{Position:%02d:%02d//--:--}"
TEXT_CSP_1_ALIGN_LAYOUT = 0
TEXT_CSP_1_START = 15, 307
TEXT_CSP_1_SIZE = 620, 48
TEXT_CSP_1_FONT_TYPE = MONOSPACE
TEXT_CSP_1_Z_INDEX = 10
TEXT_CSP_1_SCALE = 0.8
TEXT_CSP_1_BOLD = 

; track duration
TEXT_CSP_2 = "{Duration:%02d:%02d//--:--}"
TEXT_CSP_2_ALIGN_LAYOUT = 1, 0
TEXT_CSP_2_START = 300, 307
TEXT_CSP_2_SIZE = 100, 50
TEXT_CSP_2_FONT_TYPE = MONOSPACE
TEXT_CSP_2_Z_INDEX = 10
TEXT_CSP_2_SCALE = 0.8
TEXT_CSP_2_BOLD = 

; progress bar background
RECT_5 = 1
RECT_5_START = 80, 315
RECT_5_SIZE = 250, 5
RECT_5_Z_INDEX = 11
RECT_5_COLOR = 0.2, 0., 0., 0.5

; progress bar background
RECT_6 = 1
RECT_6_START = 80, 315
RECT_6_SIZE = 250, 5
RECT_6_Z_INDEX = 12
RECT_6_COLOR = 0.8, 0.5, 0.25, 1
RECT_6_SCALE_WITH_PROGRESS = 1, 0

; animation below album cover
ANIMATION_0 = 16, 4
ANIMATION_0_START = 15, 323
ANIMATION_0_BLOCK = 20, 2.2
ANIMATION_0_MARGIN = 6, 3
ANIMATION_0_BASE_ROW = BUTTOM

[SCRIPTABLE_DISPLAY_...] ; Reverse Cam
MESHES =  
RESOLUTION = 470 , 330 ; matches values in navigator 
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 1028 , 548
FORCE_UPDATE_AFTER = RENDERING_CAMERA_0  ; this display is going to be updated each time navigator is drawn
KEEP_BACKGROUND = 1               ; and without clearing step, so we would draw on top of navigator
SCRIPT = '
function update()
  if car.gear ~= -1 then  
    -- If gear is not reverse, activate navigator:
    ac.setDynamicTextureShift("NAVIGATOR_0", 1)  -- this function sets its opacity, it can do more
    ac.setRenderingCameraActive("RENDERING_CAMERA_0", false)  -- pause rendering camera
    return  -- and we’re done here, so let’s stop
  end

  -- Gear is reverse!
  ac.setDynamicTextureShift("NAVIGATOR_0", 0)  -- let’s stop navigator
  ac.setRenderingCameraActive("RENDERING_CAMERA_0", true)  -- activate rendering camera
  display.image{pos = vec2(0, 0), size = vec2(476, 316), image = "dynamic::camera_rear_distorted"}  -- and draw fisheye camera

  -- And we’re done! But for a bit of extra authenticity let’s add lines with trajectory:
  local startL = vec2(60, 250)  -- one thing to note: I haven’t really properly calibrated those lines yet
  local startR = vec2(476 - 60, 250)
  local direction = vec2(35, -25):normalize()
  local lineLen = 160
  local steps = 9
  local steerOffset = -car.steer * 0.12
  local currentPosL = startL
  local currentPosR = startR
  local color = rgbm(1, 0, 0, 1)
  for i = 1, steps do
    local newPosL = startL + direction * (i * (lineLen / steps)) + vec2(steerOffset * (i / steps) ^ 2, 0)
    local newPosR = startR + vec2(-direction.x, direction.y) * (i * (lineLen / steps)) + vec2(steerOffset * (i / steps) ^ 2, 0)
    local drawAcrossColor = color
    if i == 4 then
      color = rgbm(1, 1, 0, 1)
    elseif i == 7 then
      color = rgbm(0, 1, 0, 1)
    else
      drawAcrossColor = i == 9 and color or nil
    end
    ui.drawLine(currentPosL, newPosL, color, 4)
    ui.drawLine(currentPosR, newPosR, color, 4)
    if drawAcrossColor ~= nil then
      ui.drawLine(currentPosL, currentPosR, drawAcrossColor, 4)
    end
    currentPosL = newPosL
    currentPosR = newPosR
    direction:add(vec2(0, 0.02)):normalize()
  end

  -- And a warning:
  display.rect{pos = vec2(40, 276), size = vec2(396, 32), color = rgbm(0, 0, 0, 0.8 )}
  display.text{pos = vec2(40, 286), letter = vec2(12, 20), text = "Check surroundings for safety", font = "aria", width = 396, alignment = 0.5 }
end'

[RENDERING_CAMERA_0]
DYNAMIC_TEXTURE_ID = camera_rear ; here, we will create “dynamic::camera_rear” texture
POSITION = -0.0859, 0.91, -2.4
DIRECTION = 0, -.2, -1
INCLUDE_CAR = 1
REFRESH_RATE = 60  ; doesn’t need to update too often, those in-car cameras are usually pretty nasty
INTERIOR_ONLY = 1  ; stop rendering if camera is not interior one
CLIP_NEAR = 0.005  ; the way it’s positioned, it needs to render things that are very close (bits of car)
FOV = 140         ; huge FOV to get that authentic look
RESOLUTION = 1920 , 1080 ; and massive resolution too
ACTIVE_BY_DEFAULT = 0 ; inactive by default, activated by a script
WITH_LIGHTING = 1
; RELATIVE_TO = DOOR_L

[TEXTURE_PREPROCESSING_...]
DYNAMIC_TEXTURE_ID = camera_rear_distorted ; new “dynamic::camera_rear_distorted” texture
TEXTURE_SOURCE = dynamic::camera_rear ; use previously specificed camera texture
RESOLUTION = 476, 316 ; target resolution matches screen one, RESOLUTION for camera is just that multiplied by four
EFFECT = FISHEYE  ; use BASIC if you only need color correction (SATURATION, BRIGHTNESS, etc.)
INTENSITY = 1.5   ; intensity of fisheye effect, adjusted for 170° FOV
EXPOSURE = 0.56      ; this value activates tonemapping to get image from HDR to LDR space
BRIGHTNESS = 0.7  ; a bit dimmer