//EFLC V2.5 Beta edited by raynier

[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=false
ProxyLibrary=d3d9.dll

[GLOBAL]
AdditionalConfigFile=
UseEffect=true
CyclicConfigReading=false
ForceNVidiaCard=true
ForceNVidiaCaps=true

[ENGINE]
ForceDisplaySize=false
ForceAntialiasing=false
AntialiasingQuality=1
AntialiasingUpScale=1
ForceDisplayRefreshRate=false
ForceAnisotropicFiltering=true
MaxAnisotropy=16
DisplayRefreshRateHz=60
DisplayWidth=1768
DisplayHeight=992

[EFFECT]
EnableBloom=true
EnableAmbientOcclusion=true
EnableSkyLighting=false
UseOriginalPostProcessing=false

[INPUT]
KeyUseEffect=123
KeyAmbientOcclusion=121
KeyCombination=16
KeyScreenshot=44
KeyShowFPS=106

[BLOOD]
ReflectionAmount=2
SpecularPower=2

[TREE]
LeavesReflectionAmount=0.12
LeavesSpecularPower=1
LeavesAmbientAmount=0.4
LeavesColorMultiplier=1
LeavesColorPow=1
LeavesColorFilterR=1
LeavesColorFilterG=1
LeavesColorFilterB=0.9
[BUILDING]
WindowLightIntensity=1

[LIGHTSPRITE]
UseExternalTexture=true
Intensity=1.5
IntensityInReflection=1
UseRays=true
RaysNumber=3
RaysIntensity=0.3
RaysRateOfChange=10
RaysLength=0.8

[LIGHT1] //siren and some internal
LightIntensity=1.25
LightCurve=1.0
LightAOAmount=1.4
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=2.0
LightCurve=1

[LIGHT2] //street light
LightIntensity=0.8
LightAOAmount=1
LightILAmount=0.5
EdgeLighteningAmount=0.35
ColorPow=1
LightCurve=1.3
ColorFilterR=1
ColorFilterG=1
ColorFilterB=1.1

[LIGHT3] //car front light
LightIntensity=1.2
LightAOAmount=2
LightILAmount=1
EdgeLighteningAmount=0.4
ColorPow=1.5
LightCurve=1

[LIGHT4] //secondary
LightIntensity=3.0
LightCurve=1.0
LightAOAmount=1.4
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=2.0

[LIGHT5] //ambient spheres
LightIntensity=1.25
LightCurve=1.0
LightAOAmount=1.4
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=2.0

[LIGHT6] //ambient spheres for omni light
LightIntensity=1.25
LightCurve=1.0
LightAOAmount=1.4
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=2.0

[CARHEADLIGHT]
LightIntensity=2.5
EmissiveMuliplier=0.5

[CARWINDOWGLASS]
ReflectionAmount=1.2
SpecularPower=100
SpecularAmount=10
OpacityMultiplier=0.9

[CHROME]
ReflectionFront=1.2
ReflectionSide=1.2
SpecularPower=30
SideFade=10
MetallicAmount=0

[WHEELS]
ReflectionFront=0.5
ReflectionSide=1
SpecularPower=0.1
SideFade=0.1
MetallicAmount=0

[REFLECTION1]
ReflectionFront=1.2
ReflectionSide=1
SpecularPower=30
SideFade=1
MetallicAmount=0.03

[REFLECTION2]
ReflectionFront=1
ReflectionSide=1
SpecularPower=1
SideFade=0.25
MetallicAmount=0.03

[REFLECTION3]
ReflectionFront=1
ReflectionSide=1
SpecularPower=1
SideFade=0.25
MetallicAmount=0.03

[BLOOM]  // Testing various filter qualities. 0 should be lowest value, highest quality.
BloomQuality=0  // Bloom quality, 0=Best, 2=Lowest. Setting -1 is a test (working from value 0 is not known)
BlueShiftAmount=1  // Only has real affect when using high Radius 1 & 2.
Radius1=2  // Careful with these, too high and white objects glow, including cars, peds, etc..
Radius2=5  // Careful with these, too high and white objects glow, including cars, peds, etc..
Contrast=0.5  // Again, careful with this setting, below 1.0 can cause excessive bloom.

[SSAO_SSIL]  // Screen Space Ambient Occlusion settings.
ApplyAntialiasing=true
SamplingQuality=1
SamplingRange=0.4
SizeScale=0.4
SourceTexturesScale=0.4
FilterQuality=1  // Filtering for SSAO, lower = higher quality filtering, higher = lower quality & more flickering.
AOAmount=1.2
ILAmount=1
EdgeLighteningAmount=0

[SKYLIGHTING]  // Most settings are for testing, looking for the cause of brightness changes in various places on the map.
FilterQuality=1  // Skylighting filter quality, 0 = best, 2 = worse. Setting -1 is a test (working from value 0 is not known)
AmbientSunMix=1  // Affects darkness of environment, especially buildings and trees. Higher = lighter.
AmbientSkyMix=2  // Sames as above, but sky now affects environment. Higher = lighter.
AmbientContrast=2  // Defines how dark buildings and roads are.
AmbientMinLevel=0.23  // Defines how dark buildings and roads are, higher = brighter. More sensitive than the value above. 

[ADAPTATION]
ForceMinMaxValues=true
AdaptationTime=0.1
AdaptationMin=0.65
AdaptationMax=1
AdaptationMinMultiplier=1
AdaptationMaxMultiplier=1

[ENVIRONMENT]
DirectLightingIntensity=1
NightLightingIntensity=3
DirectLightingCurve=0.6  // Lower than 1.00 = stronger light, more distiction between light and shadow, higher = weaker light.
ReflectionAmountMultiplier=0.8  //Global Reflection multiplier, affects everything including roads and pavements. Too high and roads will shine.
SpecularAmountMultiplier=1  // Global Specular multiplier. Specular reflects light, higher values will increase reflections from light sources including the sky. 
SpecularPowerMultiplier=1  // Same as above but increases the power of specular reflection. Too high and cars (for example) will have too much sun and sky in their reflections.
ColorPow=1.4
AmbientSunMultiplier=1     // Higher = more effect from Sun on Buildings, Roads, and Shadows. i.e. More yellow/orange tint in colour.
AmbientSkyMultiplier=1.2    // Lower = darker shadows, less sky colour effect on buildings, shadows, and roads.
AmbientSunSaturation=1  // Higher = more effect from Sun on Buildings, Roads, and Shadows. i.e. More yellow/orange tint in colour.
AmbientSkySaturation=0.2  // Higher = more effect from Sky on Buildings, Roads, and Shadows. i.e. More blue tint in colour.

[SHADOW]
FilterQuality=0
CharacterShadowMultiplier=0.75
CarShadowMultiplier=0.8

[SKY]
AzimuthHeight=1 // Height of sky gradient when top sky blends with bottom sky. Higher = lower azimuth.
AzimuthMultiplier=1
AzimuthSunAffectPower=1
AzimuthSunAffectAmount=0.7
TopColorMultiplier=0.4  // Sky brightness, higher = brighter sky, also brighter sun & brighter azimuth.
ColorSaturation=0
ColorPower=1.6  // Higher = darker + more saturated sky.
SunIntensity=0.9
SunMaxBrightness=99
SunColorFilterR=1
SunColorFilterG=0.9
SunColorFilterB=0.8
SunColorFilterCurve=4
SunCoronaCurve=1
SunCoronaIntensity=1
SunDesaturation=0
OverallPower=1
OverallIntensity=1
BrightnessUpperLimitMultiplier=2  // Brightness of Sun, higher = brighter + larger sun. Lower = smaller sun, less bright.
CloudsUseCustomTexture=true
CloudsCurve=1  // Higher = darker clouds, lower = brighter clouds.
CloudsIntensity=1  // Higher = more intense, more whiter clouds, lower = more greyer clouds. Also affects the Sun in a similar way.
CloudsDesaturation=0  // Higher decreases cloud colour, a value of 1.0 = white clouds.
CloudsEdgeClamp=1  // Affects brightness of cloud edges, higher = darker.
CloudsEdgeIntensity=3  // Affects the light around the edge of clouds, does not affect the sun. Higher = more intense.
CloudsEdgeRange=15  //  Works with the above setting. Higher values keep the intensity closer to the sun, Lower values spread the insensity wider out from the sun.
StarsUseCustomTexture=true
StarsAmount=0.3
StarsIntensity=0.8
StarsBrightness=15
NightCloudsEdgeClamp=3.5
NightCloudsEdgeIntensity=11
NightCloudsEdgeRange=14
MoonIntensity=0
MoonGamma=0
MoonSize=0
MoonLightingCurve=0
Enable=true


[PARTICLE]
SoftParticlesEnable=true
SoftParticlesEdgeRange=4

[DETAIL]
DetailMapEnable=true

[COLORCORRECTION]
UsePaletteTexture=false

////EFLC V2.5 Beta edited by raynier

