##reload posteffectvolumes
#PostEffectVolumes.Enabled
#PostEffectVolumes.Draw

posteffect_values = {
	name = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection.tga"

	#hdr_min_adjustment
	#hdr_max_adjustment
	BLOOM_WIDTH = 1.5
	BLOOM_SCALE = 0.9
	BRIGHT_THRESHOLD = 0.9
	tonemap_middlegrey = 0.55
}

posteffect_values = {
	name = default
	inherit = standard

	#lut = "gfx/world/colorcorrection.tga"
	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_standard.tga"

	#BLOOM_WIDTH = 1.5
	#BLOOM_SCALE = 0.9
	#BRIGHT_THRESHOLD = 0.9
	#tonemap_middlegrey = 0.55
}

posteffect_values = {
	name = default_night
	inherit = standard

	#lut = "gfx/world/colorcorrection.tga"
	#lut = "gfx/world/colorcorrection_neutral.tga"

	#BLOOM_WIDTH = 1.5
	#BLOOM_SCALE = 0.9
	#BRIGHT_THRESHOLD = 0.9
	#tonemap_middlegrey = 0.3

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_farrange_night.tga"
	#lut = "gfx/world/colorcorrection_midrange.tga"
	#lut = "gfx/world/colorcorrection_standard.tga"

	#BLOOM_WIDTH = 2.0
	#BLOOM_SCALE = 0.5
	#BRIGHT_THRESHOLD = 0.1
	#hdr_min_adjustment = 1.0
	#hdr_max_adjustment = 0.8
	#tonemap_middlegrey = 0.65
}

posteffect_values = {
	name = mid_distance
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_midrange.tga"

	#tonemap_middlegrey = 0.65
}

posteffect_values = {
	name = mid_distance_night
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	#lut = "gfx/world/colorcorrection_midrange.tga"

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_farrange_night.tga"
	#lut = "gfx/world/colorcorrection_midrange.tga"

	#BLOOM_WIDTH = 2.0
	#BLOOM_SCALE = 0.5
	#BRIGHT_THRESHOLD = 0.1
	#hdr_min_adjustment = 1.0
	#hdr_max_adjustment = 0.8
	#tonemap_middlegrey = 0.65

}

posteffect_values = {
	name = max_distance
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_farrange.tga"
	#lut = "gfx/world/colorcorrection_midrange.tga"

	#BLOOM_WIDTH = 2.0
	#BLOOM_SCALE = 0.5
	#BRIGHT_THRESHOLD = 0.1
	#tonemap_middlegrey = 0.65

	#MIN_HDR_ADJUSTMENT = 0.5,     --0.18 0.7  how it adapts to dark areas, smaller value -> more nightvision
	#MAX_HDR_ADJUSTMENT = 1.0,      --0.8 0.8  opposite of the above, how it adapts to bright areas, really high value will reduce chance to be "blinded"
}

posteffect_values = {
	name = max_distance_night
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_farrange_night.tga"
	#lut = "gfx/world/colorcorrection_midrange.tga"

	#BLOOM_WIDTH = 2.0
	#BLOOM_SCALE = 0.5
	#BRIGHT_THRESHOLD = 0.1
	hdr_min_adjustment = 1.0
	hdr_max_adjustment = 0.8
	tonemap_middlegrey = 0.65
}

posteffect_values = {
	name = green
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_green.tga"
	tonemap_middlegrey = 0.3
}

posteffect_values = {
	name = green_night
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	#lut = "gfx/world/colorcorrection_green_night2.tga" #screenshots
	#lut = "gfx/world/colorcorrection_green_night.tga"
	lut = "gfx/world/colorcorrection_green_night3.tga"
	tonemap_middlegrey = 0.7
	BLOOM_WIDTH = 2.0
	BLOOM_SCALE = 1.5
	BRIGHT_THRESHOLD = 0.8

	hdr_min_adjustment = 0.8
	hdr_max_adjustment = 0.6

	#MIN_HDR_ADJUSTMENT = 0.5,     --0.18 0.7  how it adapts to dark areas, smaller value -> more nightvision
	#MAX_HDR_ADJUSTMENT = 1.0,      --0.8 0.8  opposite of the above, how it adapts to bright areas, really high value will reduce chance to be "blinded"
}

posteffect_values = {
	name = winter_values_day
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_winter.tga"

	tonemap_middlegrey = 0.8
	#hdr_min_adjustment = 1.0
	#hdr_max_adjustment = 0.3
}

posteffect_values = {
	name = winter_values_night
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_winter.tga"

	#BLOOM_WIDTH = 2.5
	#BLOOM_SCALE = 5.5
	#BRIGHT_THRESHOLD = 0.7
	tonemap_middlegrey = 0.8
}

posteffect_values = {
	name = blue_water
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_water.tga"

	#BLOOM_WIDTH = 1.5
	#BLOOM_SCALE = 0.9
	#BRIGHT_THRESHOLD = 0.9
	tonemap_middlegrey = 0.5
}

posteffect_values = {
	name = blue_water_night
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_water_night.tga"

	#BLOOM_WIDTH = 1.5
	#BLOOM_SCALE = 0.9
	#BRIGHT_THRESHOLD = 0.9
	tonemap_middlegrey = 0.4
}

posteffect_values = {
	name = custom_lut
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/custom_lut.tga"

	#tonemap_middlegrey = 0.65
}

#################################
###### Continent Specific #######
#################################
posteffect_values = {
	name = green_night_asia
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	#lut = "gfx/world/colorcorrection_green_night2.tga" #screenshots
	#lut = "gfx/world/colorcorrection_green_night.tga"
	lut = "gfx/world/colorcorrection_green_night3.tga"
	tonemap_middlegrey = 0.45
	BLOOM_WIDTH = 3
	BLOOM_SCALE = 1.5
	BRIGHT_THRESHOLD = 0.9

	hdr_min_adjustment = 0.38

	#hdr_max_adjustment = 0.3

	#MIN_HDR_ADJUSTMENT = 0.5,     --0.18 0.7  how it adapts to dark areas, smaller value -> more nightvision
	#MAX_HDR_ADJUSTMENT = 1.0,      --0.8 0.8  opposite of the above, how it adapts to bright areas, really high value will reduce chance to be "blinded"
}

posteffect_values = {
	name = winter_values_asia_day
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	#lut = "gfx/world/colorcorrection_winter.tga"
	lut = "gfx/world/colorcorrection_winter_asia.tga"

	tonemap_middlegrey = 0.1

	hdr_min_adjustment = 1.0
	hdr_max_adjustment = 0.3

	#MIN_HDR_ADJUSTMENT = 0.5,     --0.18 0.7  how it adapts to dark areas, smaller value -> more nightvision
	#MAX_HDR_ADJUSTMENT = 1.0,      --0.8 0.8  opposite of the above, how it adapts to bright areas, really high value will reduce chance to be "blinded"
}

posteffect_values = {
	name = africa_values
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_southafrica.tga"

	#BLOOM_WIDTH = 1.5
	#BLOOM_SCALE = 0.0
	#BRIGHT_THRESHOLD = 1.0
	#tonemap_middlegrey = 0.50
	#hdr_min_adjustment = 1.0
	#hdr_max_adjustment = 0.5
}

posteffect_values = {
	name = africa_values_night
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_southafrica_night.tga"
}

posteffect_values = {
	name = southafrica

	#lut = "gfx/world/colorcorrection_neutral.tga"
	#lut = "gfx/world/colorcorrection_southafrica.tga"
	lut = "gfx/world/colorcorrection_green_night.tga"
}

posteffect_values = {
	name = asia_values
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_asia.tga"
	#lut = "gfx/world/colorcorrection_yellow.tga"

	tonemap_middlegrey = 0.65
}

posteffect_values = {
	name = japan_values
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_japan.tga"
	#lut = "gfx/world/colorcorrection_yellow.tga"

	#tonemap_middlegrey = 0.65
}

posteffect_values = {
	name = medither

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_medi.tga"
}

posteffect_values = {
	name = medither_night
	inherit = standard

	#lut = "gfx/world/colorcorrection_neutral.tga"
	lut = "gfx/world/colorcorrection_green_night.tga"
	tonemap_middlegrey = 0.75
	BLOOM_WIDTH = 1.0
	BLOOM_SCALE = 1.5
	BRIGHT_THRESHOLD = 0.7
}

#################################

############ VOLUMES ############
############ HEIGHTS ############

#################################

posteffect_volumes = {

	## Comment out for now
	##	posteffect_height_volume = {
		##		name = "Base Highest"
		##
		##		posteffect_values_day = max_distance
		##		posteffect_values_night = max_distance_night
		##
		##		height = 1600
		##		fade_distance = 200
		##	}

	##	posteffect_height_volume = {
		##		name = "Base Medium"
		##
		##		posteffect_values_day = mid_distance
		##		posteffect_values_night = mid_distance_night
		##
		##		height = 900
		##		fade_distance = 200
		##	}

	posteffect_height_volume = {
		name = "Base"

		posteffect_values_day = custom_lut
		posteffect_values_night = mid_distance_night

		height = 0
		fade_distance = 0
	}

}
