A
850
LIGHT_SPECS

# WARNING TO X-PLANE USERS
#
# This is an internal file that contains data for the built-in X-Plane lights.  It is closely tied to the X-Plane code and
# other internal stuff.  If you modify this file, your sim may stop working.  We do not recommend modifying this light as an
# add-on.  Any modifications to this file that work with the current version of X-Plane may crash the next version.  
# Please consider yourself warned.

# Note on orientation: a light's "front" face is TO the south - so if you are south of the light looking north - you see the light.
# Thus the standard direction vector for a directional light is 0,0,1 so it is pointing along the positive Z axis (south).
# In Sergio's textures, the default ground halo orientation is such that the RIGHT side of the halo will be aligned with the front/south
# of the light.

# This chart shows the values for each light type.  * means the light can be parameterized via a text parameter.  
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# BILLBOARD_HW		.					*	*	*	.	*	.	*	*	*	*	*	*	.	.
# BILLBOARD_SW		.					*	*	*	*	*	.	*	*	*	*					.
# CONE_HW		.					*	*	*	*	*	.	*	*	*	*					.
# CONE_SW		.					*	*	*	*	*	.	*	*	*	*					.
# SPILL_GND		.									*	.
# SPILL_GND_REV		.									*	.
# SPILL_HW_DIR		.					*	*	*	*	*		*	*	*	*					.
# SPILL_HW_FLA		.					*	*	*	*	*						*	*	.	.
# SPILL_SW		.					*	*	*	*	*		*	*	*	*					.
#
# BILLBOARD_HW - hardware accelerated billboard.  This is the same as the old LIGHT_DIRECTIONAL and LIGHT_FLASHING except now we can have both.
# BILLBOARD_SW - dataref-driven billboard.  Same as the old LIGHT_ANIMATION and LIGHT_PARAM.
# SPILL_GND, SPILL_GND_REV - old v8-style quads-on-the-ground light spill for runway lights.
# SPILL_HW_DIR, SPILL_HW_FLA - hardware spill, directional or flashing.  We can't have both due to a lack of light params.
# SPILL_SW - dataref driven spill.

# NOTE: hardware billboards must have an alpha of 1.0 if any of the RGB values are parameterized!

# RGBA:			This is the color tint that is applied to the light spill or the billboard.  Since light is additive, alpha is really just a master dimmer.
# Size:			Light size.  This is the total size in meters for spill, or a 'size constant' for billboards.
# Cell:			A triplet of ints (size, row, column, 0,0 is lower left) for billboards. Size is a power-of-two multiplier for cell size. 
# 			Thus a double-size cell in the top right corner is 2 7 3  (because the 1024 x 512 texture can be divided into a 8 x 4 grid of 128x128 pixel cells)
# Dx, Dy, Dz:		Direction vector for billboards and spill.
# Width:		For billboards: a constant term that makes the billboard more omni.  For spill: cosine of half viewing angle.
# Frq,Phase,Amp,Day:	Frequency, phase offset, amplitude and day/night flag for flashing lights.
# Dataref:		For software lights, the dataref that "processes" the light.

# NOTE: if a hardware or software billboard has negative size, then it is axial.  In this case: the direction is the axis of rotation (the billboard hangs off in that
# direction.  The axis should be normalized.  The 'width' parameter is used as a scaler, e.g. larger numbers are more focused.  

# More notes on frequency:
#				1nd parameter: "frequency"  of flashing in Hz  ( number of flashes per second,  0.2 mean a flash every 5 seconds)
#				2st parameter: "Phase offset" in seconds  (so you can make two flashing lights that don't flash at the same time, this value controls how late the flashing pattern starts from light OFF
#				3rd parameter: "amplitude" of the flash, flash is a triangle wave, but with amplitude 1.0 the lights pulse (going from 0 to 1 and back to 0) 
#						but if you pick a huge amplitude like 10.0 x-plane will automatically subtract 9 (to keep the light from going crazy) the result is....a strobe!
#						if you set the amplitude to 0.5 then x-plane will add a bit so even at its DARKEST the light will still be 50% ON, so you can make some tricks with the amplitude
#
#						ALEX SAYS: Flash amplitudes GREATER THAN 1000 now invoke a square-wave flash behaviour. The pulse width ratio is calculated as (amp - 1000)/1000 %. 
#						In other words, every integer over 1000 represents one millicycle. E.g.  amp = 1500 gives a pulse width of 50%, amp = 1020 gives a pulse width of 2% etc.
#						Amplitudes less than 1000 still invoke the existing "strobe" scheme. 
#
#				4th parameter:  "daytime vs night-time" ratio. if it is 1 the light will be ON during the day and night, if it is 0 light will be ON only at night.
#

TEXTURE 1000_lights_close.dds

#### NO DISTANT LIGHTS - We want large billboards "at distance" - chrisk
TEXTURE 1000_lights_distant2.dds
#TEXTURE 1000_lights_precip.dds
#TEXTURE 1000_lights_fog.dds

X_DIVISIONS 16
Y_DIVISIONS 8

# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# LIGHT SIZE and DECAY
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

# Param 1: decay exponent.  This is the exponent that the light distance is raised to to get its size.  Remember that the lights are already sized to 1/d because that's how all
# 3-d geometry works.  So...two simple examples:
# decay exponent = 1.  Since this multiplies light size by distance (and we already have 1/d implicitly) this makes all lights the same size in screen space, period.
# decay exponent = 0.  d^0 = 1, so this is no scale.  So the light billboard is actually sized in real meters, and scales WITH the fixture.  
# Exponents between 0.56 and 0.7 seem to work okay.  Larger numbers make the lights more "persistent" in the distance.

# Param 2: light scale.  This is a constant term scale on the light distance.  Use this to scale the overall size of all billboards.

# Param 3: distance calibration for glare fade-out.  The glare (e.g. choice of texture 1 vs. texture 2) is based on an exponential curve y=exp(-x).  This scales the distance,
# so smaller numbers cause the halo on lights to last longer.  For example, a distance scale of 1.0 means the glare will be gone almost instantly, because exp(-1) is < 0.5 and
# that's only 1 meter away!

# Param 4: this is a linear scaling calibration of the glare fade-out..at this point it is set to 1.0 because it's not really needed.

#LIGHT_PARAMS 0.69 0.08 0.005 1.0


# RGB - this ii the color to use for lights that are not textured.  Exception: animated lights are ALWAYS tinted.
#
# Lights are textured if (1) the user has tex'd lights checked or (2) the user has pixel shaders or (3) the light
# is an animated light and force-tex is true.

### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### below are 4 X for 4xSSAA

#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# CAR AND ROAD LIGHTS
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BILLBOARD_HW		taillight				1	1	1	1	5.2	1 6 6	0	0.5	0.86	-0.4	0	0	0	0
SPILL_HW_DIR    		taillight 				0.4 	0.05 	0 	0.8 	3		0 	-0.5 	0.86 	0.7				0

BILLBOARD_HW		taillight2				1	1.0	1.0	1	6.0	1 7 2	0	0.5	0.86	-0.4	0	0	0	0
SPILL_HW_DIR    		taillight2 				0.4 	0.00 	0.03	0.8	3		0 	-0.5 	0.86 	0.7				0

BILLBOARD_HW		taillight3				1	0.9	1.0	1	5.2	1 7 6	0	0.5	0.86	-0.4	0	0	0	0
SPILL_HW_DIR    		taillight3 				0.4 	0.03 	0.00	0.8	3.5		0 	-0.5 	0.86 	0.7				0

BILLBOARD_HW		HGV_taillight				1	1.0	1.0	1	5.6	1 7 6	0	0.5	0.86	-0.4	0	0	0	0
SPILL_HW_DIR    		HGV_taillight 				0.4 	0.04 	0.0 	1.0 	4 		0 	-0.5 	0.86 	0.7				0

# TWO billboards per headlight: one blurred and wide, the other sharp, very bright and narrow.
BILLBOARD_HW		headlight				1.0	1.0	0.9	0.9	2.8	1 0 4	0	0	-0.7	0.3	0	0	0	0
BILLBOARD_HW		headlight				1	1	1.0	0.8	5.6	2 4 3	0.174 	-0.174 	-1.984	-1.0	0	0	0	0
SPILL_HW_DIR    		headlight 				0.95 	0.95	1.0 	1.0	30 		0.087 	-0.087 	-0.992 	0.965				0

BILLBOARD_HW		headlight2				1.0	1	1	0.9	3.2	1 1 0	0	0	-0.7	0.3	0	0	0	0
BILLBOARD_HW		headlight2				1	1	1	0.8	5.6	2 5 3	0.174 	-0.174 	-1.984	-1.0	0	0	0	0
SPILL_HW_DIR    		headlight2 				1.0 	0.941	0.875 	1.0	30 		0.087 	-0.087 	-0.992 	0.965				0

BILLBOARD_HW		headlight3				1.0	1	0.91	0.9	3.0	1 1 0	0	0	-0.7	0.3	0	0	0	0
BILLBOARD_HW		headlight3				0.887	1	0.961	0.85	6.0	2 5 3	0.174 	-0.174 	-1.984	-1.0	0	0	0	0
SPILL_HW_DIR    		headlight3 				0.9 	0.941	0.875 	1.0	30 		0.087 	-0.087 	-0.992 	0.965				0


BILLBOARD_HW		HGV_headlight				1	1	1	1.0	3.40	1 1 0	0	0	-0.7	0.3	0	0	0	0
BILLBOARD_HW		HGV_headlight				1	1	1	1.0	6.4	2 5 3	0.174 	-0.174 	-1.984	-1.0	0	0	0	0
SPILL_HW_DIR    		HGV_headlight 				1.0 	0.95	0.9 	1.0 	35		0.087 	-0.087 	-0.992 	0.965				0

BILLBOARD_HW		train_headlight				1	0.98	0.9	1	4.0	1 1 0	0	0.0	-1.5	-0.4	0	0	0	0
BILLBOARD_HW		train_headlight				1	1	1	1.0	8.0	4 2 0	0	0	-80	-78.9	0	0	0	0
SPILL_HW_DIR    		train_headlight 				0.95 	0.95 	0.8 	1.0 	50		0.0 	-0.087 	-0.992 	0.965				0

BILLBOARD_HW		HGV_roof_fwd				1	1	1	1	2.0	1 5 1	0	0.5	-0.86	-0.5	0	0	0	0
BILLBOARD_HW		HGV_roof_fwd_PB				1	1	1	1	2.8	1 4 2	0	0.5	-0.86	-0.5	0	0	0	0
BILLBOARD_HW		HGV_roof_aft				1	1	1	1	2.4	1 7 2	0	0.5	0.86	-0.5	0	0	0	0
BILLBOARD_HW		HGV_roof_left				1	1	1	1	2.0	1 5 1	-0.86	0	-0.5	-0.5	0	0	0	0
BILLBOARD_HW		HGV_roof_right				1	1	1	1	2.0	1 5 1	0.86	0	-0.5	-0.5	0	0	0	0

### END SECTIONAL EDIT
### END SECTIONAL EDIT
### END SECTIONAL EDIT



# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# AIRPLANE LIGHTS
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

#
# Airplane "main" lights: landing, taxi, spot, and generic.  
#
#

# Landing light: v10 - components.
LIGHT_PARAM_DEF		airplane_landing_core		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_landing_core			R	G	B	INDEX	SIZE	1 6 5	0	0	-0.8	0.2					sim/graphics/animation/lights/airplane_landing_light_flash
LIGHT_PARAM_DEF		airplane_landing_glow		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_landing_glow			R	G	B	INDEX	SIZE	1 4 6	0	0	-1.206	-0.206					sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF		airplane_landing_flare		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_landing_flare			R	G	B	INDEX	SIZE	4 2 0	0	0	-28.57	-27.574					sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF		airplane_landing_cone		6	R	G	B	INDEX	LENGTH	WIDTH
CONE_SW			airplane_landing_cone			R	G	B	INDEX	LENGTH	2 6 0 	0	0	-0.912	WIDTH					sim/graphics/animation/lights/airplane_landing_light_spill
LIGHT_PARAM_DEF		airplane_landing_sp		6	R	G	B	INDEX	SIZE	W
SPILL_SW			airplane_landing_sp			R	G	B	INDEX	SIZE		0	0	-1	W 					sim/graphics/animation/lights/airplane_landing_light_spill
# Landing light: v9 - compatibility.
BILLBOARD_SW		airplane_landing			0	0	-0.8	0	0.8	1 6 5	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light_flash
BILLBOARD_SW		airplane_landing			0	-0.12	-1.2	0	2	1 4 6	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW		airplane_landing			0	-1.8	-18	0	3.5	4 2 0	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
CONE_SW			airplane_landing			1.0	0.99	0.95	0	12	2 6 0 	0	-0.15	-0.9	5					sim/graphics/animation/lights/airplane_landing_light_spill
BILLBOARD_SW		airplane_landing0			0	0	-1	0	5.0	1 1 7	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW		airplane_landing1			0	0	-1	1	5.0	1 1 7	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW		airplane_landing2			0	0	-1	2	5.0	1 1 7	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW		airplane_landing3			0	0	-1	3	5.0	1 1 7	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF		airplane_landing_size		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_landing_size			0	0	FOCUS	INDEX	SIZE	1 0 7	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
LIGHT_PARAM_DEF		airplane_landing_flash		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_landing_flash			0	0	FOCUS	INDEX	SIZE	1 0 7	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light_flash

# Taxi light: v10 - components.
LIGHT_PARAM_DEF		airplane_taxi_core		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_taxi_core			R	G	B	INDEX	SIZE	1 6 5	0	0	-0.8	0.2					sim/graphics/animation/lights/airplane_taxi_light_flash
LIGHT_PARAM_DEF		airplane_taxi_glow		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_taxi_glow			R	G	B	INDEX	SIZE	1 4 6	0	0	-1.206	-0.206					sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF		airplane_taxi_flare		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_taxi_flare			R	G	B	INDEX	SIZE	4 2 0	0	0	-28.57	-27.574					sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF		airplane_taxi_cone		6	R	G	B	INDEX	LENGTH	WIDTH
CONE_SW			airplane_taxi_cone			R	G	B	INDEX	LENGTH	2 6 0 	0	0	-0.912	WIDTH					sim/graphics/animation/lights/airplane_taxi_light_spill
LIGHT_PARAM_DEF		airplane_taxi_sp		6	R	G	B	INDEX	SIZE	W
SPILL_SW		airplane_taxi_sp			R	G	B	INDEX	SIZE		0	0	-1	W					sim/graphics/animation/lights/airplane_taxi_light_spill
# Taxi light: v9 - compatibility
BILLBOARD_SW		airplane_taxi				0	0	-1	0	1.0	1 3 7	0	0	0	1					sim/graphics/animation/lights/airplane_taxi_light
BILLBOARD_SW		airplane_taxi				0	0	-5	0	2.5	4 2 0	0	0	0	1					sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF		airplane_taxi_size		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_taxi_size			0	0	FOCUS	INDEX	SIZE	1 0 7	0	0	0	1					sim/graphics/animation/lights/airplane_taxi_light
LIGHT_PARAM_DEF		airplane_taxi_flash		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_taxi_flash			0	0	FOCUS	INDEX	SIZE	1 0 7	0	0	0	1					sim/graphics/animation/lights/airplane_taxi_light_flash

# Spot light: new in v10 - components.
LIGHT_PARAM_DEF		airplane_spot_core		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_spot_core			R	G	B	INDEX	SIZE	1 6 5	0	0	-0.8	0.2					sim/graphics/animation/lights/airplane_spot_light_flash
LIGHT_PARAM_DEF		airplane_spot_glow		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_spot_glow			R	G	B	INDEX	SIZE	1 4 6	0	0	-1.206	-0.206					sim/graphics/animation/lights/airplane_spot_light
LIGHT_PARAM_DEF		airplane_spot_flare		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_spot_flare			R	G	B	INDEX	SIZE	4 2 0	0	0	-28.57	-27.574					sim/graphics/animation/lights/airplane_spot_light
LIGHT_PARAM_DEF		airplane_spot_cone		6	R	G	B	INDEX	LENGTH	WIDTH
CONE_SW			airplane_spot_cone			R	G	B	INDEX	LENGTH	2 6 0 	0	0	-0.912	WIDTH					sim/graphics/animation/lights/airplane_spot_light_spill
LIGHT_PARAM_DEF		airplane_spot_sp		6	R	G	B	INDEX	SIZE	W
SPILL_SW		airplane_spot_sp			R	G	B	INDEX	SIZE		0	0	-1	W					sim/graphics/animation/lights/airplane_spot_light_spill

# Generic light: v10 - components
LIGHT_PARAM_DEF		airplane_generic_core		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_generic_core			R	G	B	INDEX	SIZE	1 6 5	0	0	-0.8	0.2					sim/graphics/animation/lights/airplane_generic_light_flash
LIGHT_PARAM_DEF		airplane_generic_glow		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_generic_glow			R	G	B	INDEX	SIZE	1 4 6	0	0	-1.206	-0.206					sim/graphics/animation/lights/airplane_generic_light
LIGHT_PARAM_DEF		airplane_generic_flare		5	R	G	B	INDEX	SIZE
BILLBOARD_SW		airplane_generic_flare			R	G	B	INDEX	SIZE	4 2 0	0	0	-28.57	-27.574					sim/graphics/animation/lights/airplane_generic_light
LIGHT_PARAM_DEF		airplane_generic_cone		6	R	G	B	INDEX	LENGTH	WIDTH
CONE_SW			airplane_generic_cone			R	G	B	INDEX	LENGTH	2 6 0 	0	0	-0.912	WIDTH					sim/graphics/animation/lights/airplane_generic_light_spill
LIGHT_PARAM_DEF		airplane_generic_sp		6	R	G	B	INDEX	SIZE	W
SPILL_SW		airplane_generic_sp			R	G	B	INDEX	SIZE		0	0	-1	W					sim/graphics/animation/lights/airplane_generic_light_spill
# Generic light: v9 - compatibility
LIGHT_PARAM_DEF		airplane_generic_size		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_generic_size			0	0	FOCUS	INDEX	SIZE	1 0 7	0	0	0	1					sim/graphics/animation/lights/airplane_generic_light
LIGHT_PARAM_DEF		airplane_generic_flash		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_generic_flash			0	0	FOCUS	INDEX	SIZE	1 0 7	0	0	0	1					sim/graphics/animation/lights/airplane_generic_light_flash

#
# Beacons
#

# Fully customizable rotating beacon, with independent phase and frequency control, as well as sizing params on the spill.
LIGHT_PARAM_DEF		airplane_beacon_rotate		2	FREQ	PHASE
BILLBOARD_SW		airplane_beacon_rotate			FREQ	0.5	PHASE	0.6	0.45	1 15 7	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon_rotate			FREQ	0.75	PHASE 	0.6	0.45	1 14 7	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon_rotate			FREQ	0.0	PHASE	0.6	0.45	1 15 6	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon_rotate			FREQ	0.25	PHASE	0.6	0.45	1 14 6	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon_rotate			FREQ	0.0	PHASE	20	1.2	2 6 3	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
LIGHT_PARAM_DEF		airplane_beacon_rotate_sp	4	FREQ	PHASE	SIZE	WIDTH
SPILL_SW		airplane_beacon_rotate_sp		FREQ	0	PHASE	1	SIZE		0	0	1	WIDTH					sim/graphics/animation/lights/airplane_beacon_light_rotate_spill

# Customizable beacon strobe with index support, for planes with plugin-driven beacons.
LIGHT_PARAM_DEF		airplane_beacon_strobe		2	SIZE	INDEX
BILLBOARD_SW		airplane_beacon_strobe			0	0	0	INDEX	SIZE	2 6 3	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light
LIGHT_PARAM_DEF		airplane_beacon_strobe_sp	2	SIZE	INDEX
SPILL_SW		airplane_beacon_strobe_sp		1	0	0	INDEX	SIZE		0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_spill

# Legacy user-controlled beacon for v9 support.
# Simple beacon.  It will rotate or strobe depending on how the airplane is set up.  Set it and forget it!
BILLBOARD_SW		airplane_beacon				1	0.5	0	0.6	0.45	1 15 7	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon				1	0.75	0 	0.6	0.45	1 14 7	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon				1	0.0	0	0.6	0.45	1 15 6	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon				1	0.25	0	0.6	0.45	1 14 6	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
BILLBOARD_SW		airplane_beacon	   			1	0.0	0	20	1.2	2 6 3	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_rotate
SPILL_SW		airplane_beacon_sp			1	0.00	0	1	3.0		0	0	1	0.5					sim/graphics/animation/lights/airplane_beacon_light_rotate_spill
LIGHT_PARAM_DEF		airplane_beacon_size		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_beacon_size			0	0	FOCUS	INDEX	SIZE	1 15 6	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light_dir


#
# Strobes
# Note that strobes 
#

# V10: components
LIGHT_PARAM_DEF		airplane_strobe_omni		5	R	G	B	INDEX	SIZE	
BILLBOARD_SW		airplane_strobe_omni			R	G	B	INDEX	SIZE	2 6 1	0	0	0	1					sim/graphics/animation/lights/airplane_strobe_light
LIGHT_PARAM_DEF		airplane_strobe_dir		9	R	G	B	INDEX	SIZE		X	Y	Z	W
BILLBOARD_SW		airplane_strobe_dir			R	G	B	INDEX	SIZE	2 6 1	X	Y	Z	W					sim/graphics/animation/lights/airplane_strobe_light_dir
LIGHT_PARAM_DEF		airplane_strobe_sp		9	R	G	B	INDEX	SIZE		X	Y	Z	W
SPILL_SW			airplane_strobe_sp			R	G	B	INDEX	SIZE		X	Y	Z	W					sim/graphics/animation/lights/airplane_strobe_light_spill
# V9: Compatibility
LIGHT_PARAM_DEF		airplane_strobe_size		3	SIZE	FOCUS	INDEX
BILLBOARD_SW		airplane_strobe_size			0	0	FOCUS	INDEX	SIZE	2 6 1	0	0	0	1					sim/graphics/animation/lights/airplane_strobe_light_dir
BILLBOARD_SW		airplane_strobe				1	1	1	1	1.0	2 6 1	0	0	0	1					sim/graphics/animation/lights/airplane_strobe_light

#
# Navigation Lights
#

# V10: components
LIGHT_PARAM_DEF		airplane_nav_tail_size		2	SIZE	FOCUS
BILLBOARD_SW		airplane_nav_tail_size			0	0	FOCUS	1	SIZE	1 5 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light_dir
LIGHT_PARAM_DEF		airplane_nav_left_size	     	2	SIZE	FOCUS
BILLBOARD_SW		airplane_nav_left_size			FOCUS	0	0	1	SIZE	1 7 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light_dir
LIGHT_PARAM_DEF		airplane_nav_right_size		2	SIZE	FOCUS
BILLBOARD_SW		airplane_nav_right_size			FOCUS	1	0	1	SIZE	1 6 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light_dir
LIGHT_PARAM_DEF		airplane_nav_sp			9	R	G	B	INDEX	SIZE		X	Y	Z	W
SPILL_SW			airplane_nav_sp				R	G	B	INDEX	SIZE		X	Y	Z	W					sim/graphics/animation/lights/airplane_navigation_light_spill
#v9: compatibility
BILLBOARD_SW		airplane_nav_tail			1	1	1	1	0.7	1 5 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW		airplane_nav_left			1	1	1	1	0.7	1 7 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW		airplane_nav_right			1	1	1	1	0.7	1 6 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light

#
# In-Cockpit Spills
#
LIGHT_PARAM_DEF		airplane_panel_sp		9	R	G	B	INDEX	SIZE		X	Y	Z	W
SPILL_SW			airplane_panel_sp			R	G	B	INDEX	SIZE		X	Y	Z	W					sim/graphics/animation/lights/airplane_panel_spill
LIGHT_PARAM_DEF		airplane_inst_sp		9	R	G	B	INDEX	SIZE		X	Y	Z	W
SPILL_SW			airplane_inst_sp			R	G	B	INDEX	SIZE		X	Y	Z	W					sim/graphics/animation/lights/airplane_inst_spill

#
# These are "preview" versions of the lights for Plane-Maker.  Don't use them in X-Plane!  Plane-Maker doesn't have the full
# plugin system -- if it tries to draw the very complex lights above, it won't work.  So Plane-Maker users these instead.
#
BILLBOARD_SW		PLN_airplane_landing			1	1	1	1	2.5	1 1 7	0	0	0	1					sim/graphics/animation/lights/airplane_landing_light
BILLBOARD_SW		PLN_airplane_taxi			1	1	1	1	2	1 0 7	0	0	0	1					sim/graphics/animation/lights/airplane_taxi_light
BILLBOARD_SW		PLN_airplane_beacon			1	0	0	1	1.0	1 7 7	0	0	0	1					sim/graphics/animation/lights/airplane_beacon_light
BILLBOARD_SW		PLN_airplane_strobe			1	1	1	1	1	1 3 7	0	0	0	1					sim/graphics/animation/lights/airplane_strobe_light
BILLBOARD_SW		PLN_airplane_nav_tail			1	1	1	1	1	1 5 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW		PLN_airplane_nav_left			1	0	0	1	1.0	1 7 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light
BILLBOARD_SW		PLN_airplane_nav_right			0	1	0	1	1.0	1 6 7	0	0	0	1					sim/graphics/animation/lights/airplane_navigation_light

# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Sergio's REAL airport lights ---------     parameters: cos(angle per side) = 1 - ( 1 / N )
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#BILLBOARD_SW		beacon_green				1.5	-0.1 	1.0	1	8      	1 2 1									sim/graphics/animation/lights/airport_beacon
#BILLBOARD_SW		beacon_white	 			1.5	-0.4 	1.0	1	8	1 0 1									sim/graphics/animation/lights/airport_beacon

## BEN: These are currently in ADDITION to Sergio's custom OBJ lights!
BILLBOARD_HW		apt_beacon_white_axial			1.0	1.0	0.9	0.7	-35	2 6 0 	1.1	0	0	12	0	0	0	1
#BILLBOARD_SW		apt_beacon_white_axial 			1	0	0	0.5	-35	2 6 0									sim/graphics/animation/lights/airport_beacon
SPILL_HW_DIR		apt_beacon_white_axial			1.0	0.95	0.85	1.0	200		1	0	0	0.990				1
BILLBOARD_HW		apt_beacon_white_glow			1.0	1.0	1.0	0.7	4	1 4 6 	4	0	0	-3	0	0	0	1
# glare:
BILLBOARD_HW		apt_beacon_white_glow			1.0	1.0	1.0	1.0	3	2 5 2	30	4	0	-29	0	0	0	1
BILLBOARD_HW		apt_beacon_white_glow			1.0	1.0	1.0	1.0	3	2 5 2 	30	-4	0	-29	0	0	0	1

BILLBOARD_HW		apt_beacon_green_axial			0.3	1.0	0.95	0.7	-35	2 6 0 	-1.0	0	0	12	0	0	0	1
#BILLBOARD_SW		apt_beacon_green_axial 			1.5	-0.1 	1.0	0.5	-35	2 6 0									sim/graphics/animation/lights/airport_beacon
SPILL_HW_DIR		apt_beacon_green_axial			0.3	0.9	0.9	1.0	200		-1	0	0	0.990				1
BILLBOARD_HW		apt_beacon_green_glow			0.3	1.0	0.95	0.7	4	1 4 6 	-4	0	0	-3	0	0	0	1
# glare:
BILLBOARD_HW		apt_beacon_green_glow			0.3	1.0	0.95	1.0	3	2 5 2 	-30	4	0	-29	0	0	0	1
BILLBOARD_HW		apt_beacon_green_glow			0.3	1.0	0.95	1.0	3	2 5 2	-30	-4	0	-29	0	0	0	1


### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### below are actually 14.5 X for 4xSSAA, off-axis at 8X

######### The bloom is 7.25X for long visibility, with the off-axis at only 4X

BILLBOARD_SW		VASI					100	-99 	0.0	0.0	5.6	1 4 0	0	0	0	1					sim/graphics/animation/lights/vasi_papi
## for this dataref:						R_white	G_white B_white	M	Size	Cell	R_red	G_red	B_red	K		(M is the rescale multiplier, K is the rescale constant)				
BILLBOARD_SW		VASI					0.8	0.75	1.0	1000	10.5	2 7 1	1.0	0.2	0.3	-998.8					sim/graphics/animation/lights/vasi_papi_tint
## trying 10.5 vs 14.5

BILLBOARD_SW		VASI3					1.8	-0.9 	0.5	0.5	9.6	1 6 0	0	0	0	1					sim/graphics/animation/lights/vasi3

### END SECTIONAL EDIT
### END SECTIONAL EDIT
### END SECTIONAL EDIT

##### OK X4 is only good if youre at 4xSSAA.. 2XSSAA is the sweet-spot we're after. ### changed to 2X ## BEN MAY FIX the 4X and 8X, as 2X seems to already be fixed ####

### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### Below are 4X for 4XSSAA

BILLBOARD_SW		appch_rabbit_o	 			0.0 	 1.0	2.0	1	8.8	2 6 1	0	0	0	1					sim/graphics/animation/lights/rabbit
BILLBOARD_SW		appch_rabbit_u	 			2.0	 0.6	2.0	1	8.8	2 6 1 	0	0	0	1					sim/graphics/animation/lights/rabbit
BILLBOARD_SW		appch_strobe_o	 			0.0 	 1.0 	1.05	0.2	4.0	2 6 1	0	0	0	1					sim/graphics/animation/lights/strobe

# Ben - a good colour for strobe spill is RGBA=0.745, 0.725, 1.0, 0.1.  size = 5.0,  width = 0.  (big area, low level).
SPILL_SW			appch_strobe_o	 			0.0 	 0.2 	1.05	0.2	10.0		0	0	0	1					sim/graphics/animation/lights/strobe

BILLBOARD_SW		appch_strobe_u	 			2.0 	0.6 	1.95	0.3	4.0	2 6 1	0	0	0	1					sim/graphics/animation/lights/strobe
SPILL_SW			appch_strobe_u	 			2.0 	 -1.0 	1.05	0.2	10.0		0	0	0	1					sim/graphics/animation/lights/strobe

BILLBOARD_SW		inset_appch_rabbit_o	 		0.0 	 1.0	2.0	1	6.0	2 6 1	0	0	0	1					sim/graphics/animation/lights/rabbit
SPILL_SW			inset_appch_rabbit_o_sp			0.0 	 1.0	2.0	1	1.3		0	0	0	1					sim/graphics/animation/lights/rabbit

BILLBOARD_SW		inset_appch_rabbit_u	 		2.0 	0.6	2.0	1	6.0	2 6 1 	0	0	0	1					sim/graphics/animation/lights/rabbit
SPILL_SW			inset_appch_rabbit_u_sp			1.0 	-0.8	2.0	1	1.3		0	0	0	1					sim/graphics/animation/lights/rabbit

BILLBOARD_SW		inset_appch_strobe_o	 		0.0 	 1.0 	1.05	0.2	4.0	2 6 1	0	0	0	1					sim/graphics/animation/lights/strobe
SPILL_SW			inset_appch_strobe_o_sp	 		0.0 	 1.0 	1.05	0.2	1.3		0	0	0	1					sim/graphics/animation/lights/strobe

BILLBOARD_SW		inset_appch_strobe_u	 		2.0 	0.6	1.95	0.3	4.0	2 6 1	0	0	0	1					sim/graphics/animation/lights/strobe
SPILL_SW			inset_appch_strobe_u_sp	 		1.0 	0.8 	1.95	0.3	0.9		0	0	0	1					sim/graphics/animation/lights/strobe


BILLBOARD_HW		TDZL					1.0	1.0	1.0	1	2.8	1 5 2	0	0.785	 14.979	-13.8	0	0	0	1
SPILL_HW_DIR		TDZL_sp					1.0	1.0	1.0	1.0	1.2		0.0	0.12	0.989	0.82				1
SPILL_GND		TDZL_halo								1	1 4 4

BILLBOARD_HW		appch_w					1.0	1.0	1.0	1	3.6	1 2 6	0	-0.752	2.067	-0.7	0	0	0	1
SPILL_HW_DIR		appch_w					1.0	0.949	0.757	0.3	5		0	0	1	0.85				1
BILLBOARD_HW		appch_r					1.0	1.0	1.0	1	4.0	1 3 6	0	-0.752	2.067	-0.7	0	0	0	1
SPILL_HW_DIR		appch_r					1.0	0.086	0.039	0.3	5		0	0	1	0.85				1
BILLBOARD_HW		inset_appch_w				1.0	1.0	1.0	1	3.2	1 5 2	0	-0.752	2.067	-0.7	0	0	0	1
SPILL_HW_DIR		inset_appch_w_sp				1.0	0.949	0.757	1.0	1.2		0	-0.118	0.993	0.924				1
SPILL_GND		inset_appch_w_halo							1	1 4 4
BILLBOARD_HW		inset_appch_r				1.0	1.0	1.0	1	3.2	1 7 2	0	-0.752	2.067	-0.7	0	0	0	1
SPILL_HW_DIR		inset_appch_r_sp				1.0	0.086	0.039	1.0	1.2		0	-0.118	0.993	0.924				1
SPILL_GND		inset_appch_r_halo							1	1 6 4


BILLBOARD_HW		edge_w					1.0	1.0	1.0	1	3.2	1 0 5	0	0	0.5	0.5	0	0	0	1
SPILL_HW_DIR		edge_w					1.0	0.678	0.686	0.36	1.75		0.0	-0.071	0.991	0.278				1
BILLBOARD_HW		edge_w_rev				1.0	1.0	1.0	1	3.2	1 0 5	0	0	-0.5	0.5	0	0	0	1
SPILL_HW_DIR		edge_w_rev				1.0	0.678	0.686	0.36	1.75		0.0	-0.071	-0.991	0.278				1
BILLBOARD_HW		edge_y					1.0	1.0	1.0	1	3.2	1 1 5	0	0	0.5	0.5	0	0	0	1
SPILL_HW_DIR		edge_y					1.0	0.56	0.0	0.36	1.75		0.0	-0.071	0.991	0.278				1
BILLBOARD_HW		edge_y_rev				1.0	1.0	1.0	1	3.2	1 1 5	0	0	-0.5	0.5	0	0	0	1
SPILL_HW_DIR		edge_y_rev				1.0	0.56	0.0	0.36	1.75		0.0	-0.071	-0.991	0.278				1

BILLBOARD_HW		edge_r					1.0	0.8	0.8	1	3.2	1 2 5	0	0	0.5	0.5	0	0	0	1
SPILL_HW_DIR		edge_r					1.0	0.0	0.051	0.384	1.75		0.0	-0.071	0.991	0.278				1
BILLBOARD_HW		edge_r_rev				1.0	0.8	0.8	1	3.2	1 2 5	0	0	-0.5	0.5	0	0	0	1
SPILL_HW_DIR		edge_r_rev				1.0	0.0	0.051	0.384	1.75		0.0	-0.071	-0.991	0.278				1

SPILL_GND		edge_ww_halo								1	1 0 3	
SPILL_GND		edge_yy_halo								1	1 1 3
SPILL_GND_REV		edge_rw_halo								1	1 0 2	
SPILL_GND_REV		edge_ry_halo								1	1 2 2
SPILL_GND		edge_yw_halo								1	1 3 2
SPILL_GND		edge_r_halo								1	1 2 4

### KEEP GOING

BILLBOARD_HW		inset_edge_w				1.0	1.0	1.0	1	3.6	1 5 2	0	-0.314	8.995	-7.8	0	0	0	1
SPILL_HW_DIR		inset_edge_w_sp				1.0	0.949	0.757	1.0	1.2		0.0	0.12	0.989	0.82				1
BILLBOARD_HW		inset_edge_w_rev				1.0	1.0	1.0	1	3.6	1 5 2	0	-0.314	-8.995	-7.8	0	0	0	1
SPILL_HW_DIR		inset_edge_w_rev_sp			1.0	0.949	0.757	1.0	1.2		0.0	0.12	-0.989	0.82				1
BILLBOARD_HW		inset_edge_y				1.0	1.0	1.0	1	3.6	1 5 1	0	-0.314	8.995	-7.8	0	0	0	1
SPILL_HW_DIR		inset_edge_y_sp				1.0	0.56	0.0	1.0	1.2		0.0	0.12	0.989	0.82				1
BILLBOARD_HW		inset_edge_y_rev				1.0	1.0	1.0	1	3.6	1 5 1	0	-0.314	-8.995	-7.8	0	0	0	1
SPILL_HW_DIR		inset_edge_y_rev_sp			1.0	0.56	0.0	1.0	1.2		0.0	0.12	-0.989	0.82				1
BILLBOARD_HW		inset_edge_r				1.0	0.8	0.8	1	3.6	1 7 2	0	-0.314	8.995	-7.8	0	0	0	1
SPILL_HW_DIR		inset_edge_r_sp				1.0	0.086	0.039	1.0	1.2		0.0	0.12	0.989	0.82				1
BILLBOARD_HW		inset_edge_r_rev				1.0	0.8	0.8	1	3.6	1 7 2	0	-0.314	-8.995	-7.8	0	0	0	1
SPILL_HW_DIR		inset_edge_r_rev_sp			1.0	0.086	0.0391	1.0	1.2		0.0	0.12	-0.989	0.82				1


### KEEP GOING

SPILL_GND		inset_edge_w_halo							1	1 4 4
SPILL_GND_REV		inset_edge_w_rev_halo							1	1 4 4
SPILL_GND		inset_edge_y_halo							1	1 7 4
SPILL_GND_REV		inset_edge_y_rev_halo							1	1 7 4
SPILL_GND		inset_edge_r_halo							1	1 6 4
SPILL_GND_REV		inset_edge_r_rev_halo							1	1 6 4

#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

BILLBOARD_HW		RCLS_w					1.0	1.0	1.0	1	2.8	1 5 2	0	0.4188	 11.993	-10.8	0	0	0	1
SPILL_HW_DIR		RCLS_w_sp				1.0	0.678	0.686	1.0	1.2		0.0	0.12	0.989	0.82				1	
BILLBOARD_HW		RCLS_w_rev				1.0	1.0	1.0	1	2.8	1 5 2	0	0.4188	-11.993	-10.8	0	0	0	1
SPILL_HW_DIR		RCLS_w_rev_sp				1.0	0.678	0.686	1.0	1.2		0.0	0.12	-0.989	0.82				1
BILLBOARD_HW		RCLS_r					1.0	0.8	0.8	1	2.8	1 7 2	0	0.4188	 11.993	-10.8	0	0	0	1
SPILL_HW_DIR		RCLS_r_sp				1.0	0.086	0.039	1.0	1.2		0.0	0.12	0.989	0.82				1
BILLBOARD_HW		RCLS_r_rev				1.0	0.8	0.8	1	2.8	1 7 2	0	0.4188	-11.993	-10.8	0	0	0	1
SPILL_HW_DIR		RCLS_r_rev_sp				1.0	0.086	0.039	1.0	1.2		0.0	0.12	-0.989	0.82				1

SPILL_GND		RCLS_w_halo								1	1 4 4
SPILL_GND_REV		RCLS_w_rev_halo								1	1 4 4
SPILL_GND		RCLS_r_halo								1	1 6 4
SPILL_GND_REV		RCLS_r_rev_halo								1	1 6 4

BILLBOARD_HW		taxi_b					0.8	0.8	1.0	1.0	2.4	1 3 5	0.0	-0.65	0.0	0.75	0	0	0	1
SPILL_HW_DIR		taxi_b					0.1	0.1	1.0	0.6	1.2		0.0	-1.0	0.0	1.0				1
BILLBOARD_HW		taxi_r					1.0	0.8	0.8	1.0	2.4	1 2 5	0.0	-0.65	0.0	0.75	0	0	0	1
SPILL_HW_DIR		taxi_r					1.0	0.086	0.039	0.7	1.2		0.0	-1.0	0.0	1.0				1

SPILL_GND		taxi_b_halo								1	1 3 3
SPILL_GND		taxi_r_halo								1	1 2 3

BILLBOARD_HW		taxi_g					1.0	1.0	1.0	1.0	2.8	1 7 1	0	-4.95	 4.95	-3.5	0	0	0	1
SPILL_HW_DIR		taxi_g_sp				0.0	1.0	1.0	0.6	1.0		0.0	0.087	0.996	0.866				1

BILLBOARD_HW		taxi_y					1.0	1.0	1.0	1.0	2.8	1 5 1	0	-4.95	 4.95	-3.5	0	0	0	1
SPILL_HW_DIR		taxi_y_sp				1.0	0.6	0.0	0.7	1.0		0.0	0.087	0.996	0.866				1

BILLBOARD_HW		taxi_g_rev				1.0	1.0	1.0	1.0	2.8	1 7 1	0	-4.95	 -4.95	-3.5	0	0	0	1
SPILL_HW_DIR		taxi_g_rev_sp				0.0	1.0	1.0	0.6	1.0		0.0	0.087	-0.996	0.866				1

BILLBOARD_HW		taxi_y_rev				1.0	1.0	1.0	1.0	2.8	1 5 1	0	-4.95	 -4.95	-3.5	0	0	0	1
SPILL_HW_DIR		taxi_y_rev_sp				1.0	0.6	0.0	0.7	1.0		0.0	0.087	-0.996	0.866				1


#### KEEP GOING


SPILL_GND		taxi_g_halo								0.7	1 5 4
SPILL_GND		taxi_y_halo								0.7	1 7 4
SPILL_GND_REV		taxi_g_rev_halo								0.7	1 5 4
SPILL_GND_REV		taxi_y_rev_halo								0.7	1 7 4

## The slightly weird arguments for the wigwags and hold-shorts are in order to create a light with a fairly wide but very _low_ beam. 

BILLBOARD_HW		hold_short_y				1.0	1.0	1.0	1	3.2	1 5 1	0	-2.83	 2.83	-0.8	0	0	0	1
SPILL_HW_DIR		hold_short_y_sp				1.0	0.6	0.1	1.0	0.8		0.0	0.087	0.996	0.866				1
SPILL_GND		hold_short_y_halo							1	1 3 4

### NOT TOO SURE RE WIGWAGS - GOING 4X FOR NOW

BILLBOARD_SW		wigwag_y1	 			0 	1 	2.0	0.0	4.0	1 4 2	0	-2.29	3.27	-1					sim/graphics/animation/lights/wigwag
BILLBOARD_SW		wigwag_y2	 			0	1 	2.0	1.0	4.0	1 4 2	0	-2.29	3.27	-1					sim/graphics/animation/lights/wigwag

## For wigwag spill, alpha -> phase, dx -> frequency. Other params unchanged by dataref:

SPILL_SW		wigwag_y1					1.0	0.5	0.1	0.0	2.0		2.0	-0.259	0.966	0.80					sim/graphics/animation/lights/wigwag_sp
SPILL_SW		wigwag_y2					1.0	0.5	0.1	1.0	2.0		2.0	-0.259	0.966	0.8					sim/graphics/animation/lights/wigwag_sp   

BILLBOARD_SW		hold_short_y1	 			0	1	2.0	0.0	3.2	1 5 1	0	-2.29	3.27	-0.8					sim/graphics/animation/lights/wigwag
BILLBOARD_SW		hold_short_y2	 			0 	1 	2.0	1.0	3.2	1 5 1	0	-2.29	3.27	-0.8					sim/graphics/animation/lights/wigwag
SPILL_SW		hold_short_y1					1.0	0.5	0.1	0.0	2.0		2.0	-0.174	0.985	0.45					sim/graphics/animation/lights/wigwag_sp
SPILL_SW		hold_short_y2					1.0	0.5	0.1	1.0	2.0		2.0	-0.174	0.985	0.45					sim/graphics/animation/lights/wigwag_sp 

BILLBOARD_HW		heli_y					1.0	1.0	1.0	1	2.8	1 1 5	0.0	0.0	0.0	1.0	0	0	0	1
SPILL_HW_DIR		heli_y					1.0	0.65	0.0	0.6	1.5		0	1	0	1.0				1
SPILL_GND		heli_y_halo								1	1 1 3

BILLBOARD_HW		inset_heli_g				1.0	1.0	1.0	1	2.8	1 6 2	0.0	0.5	0.0	0.5	0	0	0	0
SPILL_HW_DIR		inset_heli_g				0.224	0.90	0.39	1.0	2.0		0	1	0	1.0				0

BILLBOARD_HW		heli_g					1.0	1.0	1.0	1	2.8	1 5 5	0.0	0.0	0.0	1.0	0	0	0	0
SPILL_HW_DIR		heli_g					0.224	0.90	0.5	0.5	1.5		0	1	0	1.0				0

BILLBOARD_HW		inset_heli_y				1.0	1.0	1.0	1	2.8	1 3 0	0.0	0.5	0.0	0.5	0	0	0	0
SPILL_HW_DIR		inset_heli_y				1.0	0.66	0.0	1.0	2.0		0	1	0	1.0				0

BILLBOARD_HW		hospital_helipad_blue			1.0	1.0	1.0	1.0	2.8	1 3 5	0	0	0	1.0	0	0	0	0
SPILL_HW_DIR		hospital_helipad_blue			0.1	0.1	1.0	1.0	0.8		0.0	1.0	0.0	1.0				0

BILLBOARD_HW		inset_heli_b				1.0	1.0	1.0	1	2.0	1 3 5	0.0	0.5	0.0	0.5	0	0	0	0
SPILL_HW_DIR		inset_heli_b				0.1	0.1	1.0	1.0	1.0		0.0	1.0	0.0	1.0				0

LIGHT_PARAM_DEF		helipad_flood_sp				6	BRIGHT	THROW	X	Y	Z	FOCUS
SPILL_HW_DIR		helipad_flood_sp				0.996	0.945	0.882	BRIGHT	THROW		X	Y	Z	FOCUS				0
LIGHT_PARAM_DEF		helipad_flood_bb				4	X	Y	Z	WIDTH
BILLBOARD_HW		helipad_flood_bb				1	1	1	1	1.0	1 2 6	X	Y	Z	WIDTH	0	0	0	0


BILLBOARD_HW		thresh_r					1.0	1.0	1.0	1	2.8	1 3 6	0	-0.192	2.192	-1	0	0	0	1
SPILL_HW_DIR		thresh_r					1.0	0.086	0.039	0.15	5		0	0	1	0.9				1
BILLBOARD_HW		thresh_r_rev				1.0	1.0	1.0	1	2.8	1 3 6	0	-0.192	-2.192	-1	0	0	0	1
SPILL_HW_DIR		thresh_r_rev				1.0	0.086	0.039	0.15	5		0	0	-1	0.9				1
BILLBOARD_HW		thresh_g					1.0	1.0	1.0	1	2.8	1 5 6	0	-0.192	2.192	-1	0	0	0	1
SPILL_HW_DIR		thresh_g					0.06	0.9	1.0	0.15	5		0	0	1	0.9				1
BILLBOARD_HW		thresh_g_rev				1.0	1.0	1.0	1	2.8	1 5 6	0	-0.192	-2.192	-1	0	0	0	1
SPILL_HW_DIR		thresh_g_rev				0.06	0.9	1.0	0.15	5		0	0	-1	0.9				1

SPILL_GND		thresh_g_halo								1	1 1 4
SPILL_GND_REV		thresh_g_rev_halo							1	1 1 4
SPILL_GND		thresh_r_halo								0.7	1 2 4
SPILL_GND_REV		thresh_r_rev_halo							0.7	1 2 4
SPILL_GND		thresh_gr_halo								1	1 1 2
SPILL_GND		thresh_rr_halo								1	1 2 3

BILLBOARD_HW		inset_thresh_r				1.0	1.0	1.0	1	2.8	1 7 2	0	0.523	 9.99	-8.85	0	0	0	1
SPILL_HW_DIR		inset_thresh_r_sp			1.0	0.0	0.051	0.18	2.5		0	-0.0127	0.993	0.831				1
BILLBOARD_HW		inset_thresh_r_rev			1.0	1.0	1.0	1	2.8	1 7 2	0	0.523	 -9.99	-8.85	0	0	0	1
SPILL_HW_DIR		inset_thresh_r_rev_sp			1.0	0.0	0.051	0.18	2.5		0	-0.0127	-0.993	0.831				1
BILLBOARD_HW		inset_thresh_g				1.0	1.0	1.0	1	2.8	1 7 1	0	0.523	 9.99	-8.85	0	0	0	1
SPILL_HW_DIR		inset_thresh_g_sp			0.0	1.0	1.0	0.18	2.5		0	-0.0127	0.993	0.831				1
BILLBOARD_HW		inset_thresh_g_rev			1.0	1.0	1.0	1	2.8	1 7 1	0	0.523	 -9.99	-8.85	0	0	0	1
SPILL_HW_DIR		inset_thresh_g_rev_sp			0.0	1.0	1.0	0.18	2.5		0	-0.0127	-0.993	0.831				1

SPILL_GND		inset_thresh_g_halo							1	1 5 4
SPILL_GND_REV		inset_thresh_g_rev_halo							1	1 5 4
SPILL_GND		inset_thresh_r_halo							1	1 6 4
SPILL_GND_REV		inset_thresh_r_rev_halo							1	1 6 4

## These are for the wind turbine landing pad:
BILLBOARD_SW		pad_SGSI_lo				140	220	-4   	2.5  	4	1 5 0	0	0	0	1					sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW		pad_SGSI_on				140	220	2.5	3.5  	4	1 6 0	0	0	0	1					sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW		pad_SGSI_hi				140	220	3.5	5    	4	1 7 0	0	0	0	1					sim/graphics/animation/lights/fresnel_horizontal
SPILL_HW_DIR		pad_flood				1.0	0.95	0.95	0.5	10		0	-0.05	0.99	0.7				0

## Flashing morse "H" white heliport beacon (four flashes at 0.1333 second intervals, repeating every 2 seconds):

BILLBOARD_HW		heli_morse_beacon			1	1	1	1	5.6	2 6 1	0	0	0	1	0.5	0.0	20	1
BILLBOARD_HW		heli_morse_beacon			1	1	1	1	5.6	2 6 1	0	0	0	1	0.5	0.133	20	1
BILLBOARD_HW		heli_morse_beacon			1	1	1	1	5.6	2 6 1	0	0	0	1	0.5	0.266	20	1
BILLBOARD_HW		heli_morse_beacon			1	1	1	1	5.6	2 6 1	0	0	0	1	0.5	0.400	20	1

SPILL_HW_FLA		heli_morse_beacon			1	1	1	0.2	1.0						0.5	0.0	20	1
SPILL_HW_FLA		heli_morse_beacon			1	1	1	0.2	1.0						0.5	0.133	20	1
SPILL_HW_FLA		heli_morse_beacon			1	1	1	0.2	1.0						0.5	0.266	20	1
SPILL_HW_FLA		heli_morse_beacon			1	1	1	0.2	1.0						0.5	0.400	20	1

## Three colour, single-lamp heliport beacon (all LED, no moving parts, white - yellow - green))
LIGHT_PARAM_DEF		heli_3_col_beacon		2	THROW 	SIZE
# core:
BILLBOARD_HW		heli_3_col_beacon			1	1	1	1	2.8	1 4 0	0	0	0	1	0.2	0.0	1240	1
BILLBOARD_HW		heli_3_col_beacon			1.0	1	1	1	2.8	1 7 0	0	0	0	1	0.2	3.333	1240	1
BILLBOARD_HW		heli_3_col_beacon			1	1	1	1	2.8	1 6 0	0	0	0	1	0.2	1.666	1240	1

SPILL_HW_FLA		heli_3_col_beacon			1	1	1	0.3	THROW						0.2	0.0	1240	1
SPILL_HW_FLA		heli_3_col_beacon			1.0	0.73	0.0	0.4	THROW						0.2	3.333	1240	1
SPILL_HW_FLA		heli_3_col_beacon			0.224	0.90	0.39	0.4	THROW						0.2	1.666	1240	1


##### DONE UP TO HERE
### END SECTIONAL EDIT
### END SECTIONAL EDIT
### END SECTIONAL EDIT




# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# SHIPS AND SAILBOATS
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# LANDING LIGHTS AND TAXI LIGHTS - BIG BRIGHT AND DIRECTIONAL!
# http://www.boat-ed.com/pa/course/p3-5_navigationlights.htm
BILLBOARD_HW		ship_nav_left				1	1	1	1	1.5	1 5 3	-0.86	0	-0.5	0	0	0	0	1
BILLBOARD_HW		ship_nav_right				1	1	1 	1	1.5	1 6 1	0.86	0	-0.5	0	0	0	0	1
BILLBOARD_HW		ship_mast_obs				1 	1	1 	1	1.1	1 7 3	0	0	0	1	0	0	0	1
BILLBOARD_HW		ship_mast_grn				1	1	1 	1	1.4	1 6 3	0	0	0	1	0	0	0	1
BILLBOARD_HW		ship_nav_tail				1	1	1	1	1.0	1 0 5	0	0.05	0.99	0	0	0	0	1
BILLBOARD_HW		ship_mast_powered			1	1	1	1	1.7	1 0 5	0	0	-0.5	0.5	0	0	0	1

BILLBOARD_SW		carrier_datum				140	210	-10	10 	0.5	1 6 0	0	0	0	1					sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW		carrier_waveoff				1 	1	1	1	1.0	1 5 0	0	0	0	1					sim/graphics/animation/lights/carrier_waveoff
BILLBOARD_SW		carrier_meatball1			140	210	0.0	3.25 	1.1	1 5 0	0	0	0	1					sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW		carrier_meatball2			140	210	3.25	3.75 	1.1	1 7 0	0	0	0	1					sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW		carrier_meatball3			140	210 	3.75	4.25 	1.1	1 7 0	0	0	0	1					sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW		carrier_meatball4			140	210	4.25	4.75 	1.1	1 7 0	0	0	0	1					sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_SW		carrier_meatball5			140	210	4.75	10   	1.1	1 7 0	0	0	0	1					sim/graphics/animation/lights/fresnel_vertical
BILLBOARD_HW		carrier_mast_strobe			1	1	0.5	1	1.5	2 6 1	0	0	0	1	1	0	10	1
BILLBOARD_HW		carrier_deck_blue_s			1	1	1	1	0.5	1 4 1	0	0	-0.9	0.1	0	0	0	1
BILLBOARD_HW		carrier_deck_blue_w			1	1	1	1	0.5	1 4 1	0.9	0	0	0.1	0	0	0	1
BILLBOARD_HW		carrier_deck_blue_n			1	1	1	1	0.5	1 4 1	0	0	0.9	0.1	0	0	0	1
BILLBOARD_HW		carrier_deck_blue_e			1	1	1	1	0.5	1 4 1	-0.9	0	0	0.1	0	0	0	1
BILLBOARD_HW		carrier_pitch_lights			1	1	1	1	2	1 7 7	0	0	50	-49	0	0	0	1
BILLBOARD_HW		carrier_foul_line_red			1.0	1.0	1.0	1	0.8	1 7 2	0	0.5	9.9	-9	0	0	0	1
BILLBOARD_HW		carrier_foul_line_white			1.0	1.0	1.0	1	0.8	1 5 2	0	0.5	9.9	-9	0	0	0	1
BILLBOARD_HW		carrier_center_white			1.0	1.0	1.0	1	0.8	1 5 2	0	0.5	9.9	-9	0	0	0	1
BILLBOARD_HW		carrier_edge_white			1.0	1.0	1.0	1	0.8	1 5 2	0	0.5	9.9	-9	0	0	0	1
BILLBOARD_HW		carrier_thresh_white			1.0	1.0	1.0	1	0.8	1 5 2	0	0.5	9.9	-9	0	0	0	1

BILLBOARD_SW		frigate_SGSI_lo				140	220	-4   	2.5  	1.2	1 5 0	0	0	0	1					sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW		frigate_SGSI_on				140	220	2.5	3.5  	1.2	1 6 0	0	0	0	1					sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_SW		frigate_SGSI_hi				140	220	3.5	5    	1.2	1 7 0	0	0	0	1					sim/graphics/animation/lights/fresnel_horizontal
BILLBOARD_HW		frigate_deck_green			1	1	1	1	0.8	1 7 1	0	0.05	0.99	0	0	0	0	1

BILLBOARD_HW		oilrig_deck_blue			1	1	1	1	0.6	1 4 1	0	0	0	1	0	0	0	1

# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# OLD OBJECTS
# These lights are used by the OBJ code for old objects and Austin's code for one-off tasks.  Do not change the type of light...the code checks the light type and then
# further customizes its params on the fly.  Really only the cell can be sanely edited here.
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BILLBOARD_SW		object_v7				1	1	1 	1	2	1 0 0	0	0	0	1					NULL
BILLBOARD_HW		oz_lite					1	1	1	1	1	1 3 7	0	0	0	1	0	0	0	1
SPILL_HW_DIR		oz_spill				1	1	1	1	50		0	0	-1	0.85				1


# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Sergio's Street Lights, 2 different size and blurring, these lights are white, aimed down to the ground and have different cutoff widths (light cone ) from narrow cone up to omnidirectional, in according with the type of lamp you like to use.
# Plus Kriss' lights for EU-buildings
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BILLBOARD_HW		town_light_60			 	1	1	1	1	2	1 0 0	0	-7.5 	0	-6.5	0	0	0	1
BILLBOARD_HW		town_light_90			 	1	1	1	1	2	1 0 0	0	-3.41	0	-2.41	0	0	0	1
BILLBOARD_HW		town_light_150				1	1	1	1	2	1 0 0	0	-1.35	0	-0.35	0	0	0	1
BILLBOARD_HW		town_light_180				1	1	1	1	2	1 0 0	0	-1	0	0	0	0	0	1
BILLBOARD_HW		town_light_220				1	1	1	1	2	1 0 0	0	-0.75	0	0.25	0	0	0	1
BILLBOARD_HW		town_light_280				1	1	1	1	2	1 0 0	0	-0.57	0	0.43	0	0	0	1
BILLBOARD_HW		town_light_330				1	1	1	1	2	1 0 0	0	-0.51	0	0.49	0	0	0	1
BILLBOARD_HW		town_light_350				1	1	1	1	2	1 0 0	0	-0.5	0	0.5	0	0	0	1
BILLBOARD_HW		town_light_omni				1	1	1	1	2	1 0 0	0	0	0	1	0	0	0	1

BILLBOARD_HW		town_tiny_light_60			1	1	1	1	1	1 0 0	0	-7.5 	0	-6.5	0	0	0	1
BILLBOARD_HW		town_tiny_light_90			1	1	1	1	1	1 0 0	0	-3.41	0	-2.41	0	0	0	1
BILLBOARD_HW		town_tiny_light_150			1	1	1	1	1	1 0 0	0	-1.35	0	-0.35	0	0	0	1
BILLBOARD_HW		town_tiny_light_180			1	1	1	1	1	1 0 0	0	-1	0	0	0	0	0	1
BILLBOARD_HW		town_tiny_light_220			1	1	1	1	1	1 0 0	0	-0.75	0	0.25	0	0	0	1
BILLBOARD_HW		town_tiny_light_280			1	1	1	1	1	1 0 0	0	-0.57	0	0.43	0	0	0	1
BILLBOARD_HW		town_tiny_light_330			1	1	1	1	1	1 0 0	0	-0.51	0	0.49	0	0	0	1
BILLBOARD_HW		town_tiny_light_350			1	1	1	1	1	1 0 0	0	-0.5	0	0.5	0	0	0	1
BILLBOARD_HW		town_tiny_light_omni			1	1	1	1	1	1 0 0	0	0	0	1	0	0	0	1


BILLBOARD_HW		obs_strobe_day 				1	1	1	1	3	1 3 7	0	0	0	1	1	0	10	1
BILLBOARD_HW		obs_strobe_night 			1	1	1	1	3	1 3 7	0	0	0	1	1	0	10	0


### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### Below are 4X for 4XSSAA


BILLBOARD_HW		obs_red_day 				1	1	1	1	2.8	1 4 3	0	0	0	1	0.6	0	1	1
BILLBOARD_HW		obs_red_night 				1	1	1	1	3.0	1 4 3	0	0	0	1	0.6	0	1	0
SPILL_HW_FLA		obs_red_night				1.0	0.086	0.039	0.7	2						0.6	0	1	0
BILLBOARD_HW		obs_red_night_sml 			1	1	1	1	2.8	1 4 5	0	0	0	1	0.7	0	1	0
SPILL_HW_FLA		obs_red_night_sml			1.0	0.086	0.039	0.4	1						0.7	0	1	0

### END
### END
### END


SPILL_HW_DIR		apt_light_halo_test			1.0	1.0	0.7	1	0.1		0	-1	0	0.5				1

#LIGHT_PARAM_DEF	full_custom_halo		9	R	G	B	A	S		X	Y	Z	F
#SPILL_HW_DIR		full_custom_halo			R	G	B	A	S		X	Y	Z	F		
#SPILL_HW_DIR		full_custom_halo			1.0	0.0	0.0	1	50		0.241	-0.939	0.2408	0.5
#SPILL_HW_DIR		full_custom_halo			0.0	1.0	0.0	1	30		0.241	-0.939	0.2408	1.0				1

LIGHT_PARAM_DEF		full_custom_halo		9	R	G	B	A	S		X	Y	Z	F
SPILL_HW_DIR		full_custom_halo			R	G	B	A	S		X	Y	Z	F				1
LIGHT_PARAM_DEF		full_custom_halo_		9	R	G	B	A	S		X	Y	Z	F
SPILL_HW_DIR		full_custom_halo_			R	G	B	A	S		X	Y	Z	F				1
LIGHT_PARAM_DEF		full_custom_halo_night		9	R	G	B	A	S		X	Y	Z	F
SPILL_HW_DIR		full_custom_halo_night			R	G	B	A	S		X	Y	Z	F				0


SPILL_HW_DIR		apron_light_N				1.0	0.90	0.8	0.2	110		0.0	-0.766	-0.642	0.60				0
SPILL_HW_DIR		apron_light_E				1.0	0.90	0.8	0.2	110		0.642	-0.766	0.00	0.60				0
SPILL_HW_DIR		apron_light_S				1.0	0.90	0.8	0.2	110		0.0	-0.766	0.642	0.60				0
SPILL_HW_DIR		apron_light_W				1.0	0.90	0.8	0.2	110		-0.642	-0.766	0.00	0.60				0

SPILL_HW_DIR		apron_light_uni				1.0	0.90	0.8	0.2	120		0.0	-0.819	-0.3	0.5				0

SPILL_HW_DIR		wall_flood_lite_N			1.0	1.0	1.0	1.0	10		0.0	-1	-0.44	0.4				0
SPILL_HW_DIR		wall_flood_lite_E			1.0	1.0	1.0	1.0	10		0.44	-1	0.00	0.4				0
SPILL_HW_DIR		wall_flood_lite_S			1.0	1.0	1.0	1.0	10		0.0	-1	0.44	0.4				0
SPILL_HW_DIR		wall_flood_lite_W			1.0	1.0	1.0	1.0	10		-0.44	-1	0.00	0.4				0



LIGHT_PARAM_DEF		apron_light_billboard		5	X Y Z W S
BILLBOARD_HW		apron_light_billboard			1	1	1	1	S	4 2 0	X	Y	Z	W	0	0	0	1


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# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Alex's scenery lights - various.
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

BILLBOARD_HW		PD_ltbar_1w				1	1	1	1	4	1 0 1	0	0	0	1	3	0	4	1
BILLBOARD_HW		PD_ltbar_1a				1	1	1	1	4	1 3 1	0	0	0	1	3	0.33	4	1
BILLBOARD_HW		PD_ltbar_1r				1	1	1	1	4	1 2 1	0	0	0	1	3	0.66	4	1

BILLBOARD_HW		PD_ltbar_2w				1	1	1	1	4	1 0 1	0	0	0	1	3	0.1	3	1
BILLBOARD_HW		PD_ltbar_2r				1	1	1	1	4	1 2 1	0	0	0	1	3.7	0.15	3	1
BILLBOARD_HW		PD_ltbar_2b				1	1	1	1	4	1 1 1	0	0	0	1	4.1	0.23	3	1

BILLBOARD_HW		PD_ltbar_3w				1	1	1	1	4	1 0 1 	0	0	0	1	2.7	0	4	1
BILLBOARD_HW		PD_ltbar_3a				1	1	1	1	4	1 3 1	0	0	0	1	2.7	0.33	4	1
BILLBOARD_HW		PD_ltbar_3r				1	1	1	1	4	1 2 1	0	0	0	1	2.7	0.66	4	1

BILLBOARD_HW		PD_ltbar_4w				1	1	1	1	4	1 0 1	0	0	0	1	3.93	0.1	3	1
BILLBOARD_HW		PD_ltbar_4r				1	1	1	1	4	1 2 1	0	0	0	1	4.22	0.15	3	1
BILLBOARD_HW		PD_ltbar_4b				1	1	1	1	4	1 1 1	0	0	0	1	3.55	0.23	3	1

BILLBOARD_HW		PD_grille_1L				1	1	1	1	3.00	1 1 1	0	0	0	1	1.7	0.0	1.0	1
BILLBOARD_HW		PD_grille_1R				1	1	1	1	3.00	1 1 1	0	0	0	1	1.7	0.5	1.0	1
BILLBOARD_HW		PD_grille_2L				1	1	1	1	3.00	1 1 1	0	0	0	1	1.8	0.0	1.0	1
BILLBOARD_HW		PD_grille_2R				1	1	1	1	3.00	1 1 1	0	0	0	1	1.8	0.5	1.0	1
BILLBOARD_HW		PD_grille_3L				1	1	1	1	3.00	1 1 1	0	0	0	1	1.9	0.0	1.0	1
BILLBOARD_HW		PD_grille_3R				1	1	1	1	3.00	1 1 1	0	0	0	1	1.9	0.5	1.0	1
BILLBOARD_HW		PD_grille_4L				1	1	1	1	3.00	1 1 1	0	0	0	1	2.1	0.0	1.0	1
BILLBOARD_HW		PD_grille_4R				1	1	1	1	3.00	1 1 1	0	0	0	1	2.1	0.5	1.0	1

BILLBOARD_HW		camera_flash				1	1	1	1	6	1 3 7	0	0	-1	0	0	0	0	1
SPILL_HW_DIR    		camera_flash 				1 	1 	1 	1 	50 		0 	0 	-1 	0.8				1
	
SPILL_HW_FLA		wind_turbine_obs				1.0	0.1	0.0	1.0	5.0						0.25	0.0	1.0	1
BILLBOARD_HW		wind_turbine_obs				1	1	1	1.0	8	1 4 5	0	0	0	1	0.25	0.0	1.0	1

SPILL_HW_FLA		smokestack_obs				1.0	0.0	0.0	1	5						0.25	0.0	1.0	1	
BILLBOARD_HW		smokestack_obs				1	1	1	1	6.0	1 6 6	0	0	0	1	0.25	0	1.0	1

LIGHT_PARAM_DEF		radio_obs_flash			3	X	Y	Z
SPILL_HW_FLA		radio_obs_flash				1.0	0.1	0.1	1	5						0.25	0.0	1.5	1	
BILLBOARD_HW		radio_obs_flash				1	0.8	0.8	1	6.0	1 4 5	X	Y	Z	0.5	0.25	0	1.5	1

LIGHT_PARAM_DEF		radio_obs_const_sp		3	X	Y	Z
SPILL_HW_DIR		radio_obs_const_sp			1.0	0.1	0.1	1	3		X	Y	Z	0.5				1	
LIGHT_PARAM_DEF		radio_obs_const_bb		3	X	Y	Z
BILLBOARD_HW		radio_obs_const_bb			1	0.8	0.8	1	4.8	1 4 5	X	Y	Z	0.5	0	0	0	1

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LIGHT_PARAM_DEF		spot_params_sp			9	R 	G 	B	BRIGHT	THROW		X	Y	Z	FOCUS
SPILL_HW_DIR		spot_params_sp				R	G	B	BRIGHT	THROW		X	Y	Z	FOCUS				0
LIGHT_PARAM_DEF		spot_params_bb			8	R	G	B	SIZE	X	Y	Z	WIDTH
BILLBOARD_HW		spot_params_bb				R	G	B	1.0	SIZE	2 5 2	X	Y 	Z	WIDTH	0	0	0	0							

SPILL_HW_DIR		bldg_uplight_sp1				1.0	0.6	0.2	1.0  	60  		-0.15  	0.889  	0.434  	0.5				0
SPILL_HW_DIR		bldg_uplight_sp2				1.0  	0.6  	0.2  	1.0   	60  		0.15  	0.889  	0.434  	0.5				0
SPILL_HW_DIR		bldg_uplight_sp3				1.0 	0.6   	0.2  	1.0   	60  		-0.15  	0.889  	-0.434  0.5				0
SPILL_HW_DIR		bldg_uplight_sp4				1.0 	0.6   	0.2  	1.0   	60  		0.15  	0.889  	-0.434  0.5				0
SPILL_HW_DIR		bldg_uplight_sp5				1.0 	0.6   	0.2 	1.0   	60  		-0.605  0.781  	-0.165  0.5				0
SPILL_HW_DIR		bldg_uplight_sp6				1.0 	0.6   	0.2 	1.0   	60  		-0.605  0.781  	0.165  	0.5				0
SPILL_HW_DIR		bldg_uplight_sp7				1.0 	0.6   	0.2  	1.0   	60  		0.605  0.781  	0.165  	0.5				0
SPILL_HW_DIR		bldg_uplight_sp8				1.0  	0.6   	0.2  	1.0   	60  		0.605  	0.781  	-0.165  0.5				0
SPILL_HW_DIR		bldg_uplight_sp9				1.0 	0.6   	0.2  	1.0   	60  		-0.085  0.973  	0.223  	0.5				0
SPILL_HW_DIR		bldg_uplight_sp10			1.0 	0.6   	0.2  	1.0   	60  		0.085  	0.973  	0.223  	0.5				0
SPILL_HW_DIR		bldg_uplight_sp11			1.0 	0.6   	0.2  	1.0   	60  		0.085  	0.973  	-0.223  0.5				0
SPILL_HW_DIR		bldg_uplight_sp12			1.0 	0.6   	0.2  	1.0   	60  		-0.085  0.973  	-0.223  0.5				0




BILLBOARD_HW		flood_N_45dn				1	1	1	1	2	1 0 0	0	-1.414	-1.414	-1.0	0	0	0	0
SPILL_HW_DIR		flood_N_45dn				1.0	1.0	0.7	0.5	20		0	-0.707	-0.707	0.6				0

BILLBOARD_HW		flood_dn_wide				1	1	1	1	1.5	1 0 0	0	-0.7	0	0.43	0	0	0	0
SPILL_HW_DIR		flood_dn_wide				0.95	0.95	1.0	0.5	10		0	-1.0	0.0	0.6				0

LIGHT_PARAM_DEF		flood_merc_XYZTSB		6	X	Y	Z	THROW	SIZE	BRIGHT
BILLBOARD_HW		flood_merc_XYZTSB			1.0	1.0	1.0	1.0	SIZE	1 0 6	X	Y	Z	0.5	0	0	0	0
SPILL_HW_DIR		flood_merc_XYZTSB			0.78	0.83	1.0	BRIGHT	THROW		X	Y	Z	0.35				0

LIGHT_PARAM_DEF		flood_LPS_XYZTSB			6	X	Y	Z	THROW	SIZE	BRIGHT
BILLBOARD_HW		flood_LPS_XYZTSB				0.9	1.0	1.0	1	SIZE	1 2 7 	X	Y	Z	0.5	0.0	0	0	0
SPILL_HW_DIR		flood_LPS_XYZTSB				1.0	0.45	0.09	BRIGHT	THROW		X	Y	Z	0.30				0

BILLBOARD_HW		sodium_street_light_1			1	1	1	1	3	1 1 5	0	-0.45	0	0.55	0	0	0	0
BILLBOARD_HW		sodium_street_light_2			1	1	1	1	3	1 1 5	0	-0.45	0	0.55	0	0	0	0

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### 4X HERE FOR 4XSSAA chrisk

# Orange residential street light 

BILLBOARD_HW		LPS_street_light				1.0	1.0	1.0	1	5.2	1 2 7	0	-1.494	-0.131	1.5	0.0	0	0	0
SPILL_HW_DIR		LPS_street_light				1.0	0.53	0.09	0.22	24		0	0	0	1				0

BILLBOARD_HW		LPS_street_light2			0.95	1.0	1.0	1.0	5.0	1 2 7	0	-1.494	-0.131	1.5	0.0	0	0	0
SPILL_HW_DIR		LPS_street_light2			1.0	0.53	0.09	0.20	22		0	0	0	1				0

BILLBOARD_HW		LPS_street_light3			1.0	0.95	1.0	1.0	4.8	1 2 7	0	-1.494	-0.131	1.5	0.0	0	0	0
SPILL_HW_DIR		LPS_street_light3			1.0	0.53	0.09	0.15	22		0	0	0	1				0


# Amber residential street light (version 1 is bright, 2 is dimmer and slightly less yellow)	
BILLBOARD_HW		amb_street_light				1.0	1.0	1.0	1.0	5.6	1 1 6	0	-1.494	-0.131	1.5	0.0	0	0	0
SPILL_HW_DIR		amb_street_light				1.0	0.541	0.230	0.20	23		0	0.0	0	1.0				0

BILLBOARD_HW		amb_street_light2			1.0	0.95	0.95	0.9	5.2	1 1 6	0	-1.494	-0.131	1.5	0.0	0	0	0
SPILL_HW_DIR		amb_street_light2			1.0	0.521	0.216	0.15	22		0	0.0	0	1.0				0

# Amber primary street light (bigger and brighter than the previous one)

BILLBOARD_HW		amb_street_light3			1.0	1.0	1.0	1	6.0	1 1 6	0	-1.6	-0.18	1.5	0.0	0	0	0
SPILL_HW_DIR		amb_street_light3			1.0	0.541	0.230	0.3 	28		0	0	0	1				0

BILLBOARD_HW		amb_street_light4			1.0	1.0	1.0	1.0	5.80	1 1 6	0	-1.6	-0.18	1.5	0.0	0	0	0
SPILL_HW_DIR		amb_street_light4			1.0	0.541	0.22	0.30	26		0	0	0	1				0


# Lantern-style residential street light 

BILLBOARD_HW		lantern_street_light			1.0	0.8	0.6	1	-3	1 1 6	0	-1	0	2.0	0.0	0	0	0
SPILL_HW_DIR		lantern_street_light			1.0	0.66	0.35	0.2	20		0	0	0	1				0

# Bluish White residential street light (metal halide).

BILLBOARD_HW		white_street_light			1.0	1.0	1.0	1	5.6	1 0 6	0	-1.494	-0.131	1.4	0	0	0	0
SPILL_HW_DIR		white_street_light			0.949	0.988	1.0	0.3	26		0	0.0	0	1.0				0

BILLBOARD_HW		MH_street_light1				1.0	1.0	1.0	1	6.00	1 0 6	0	-1.494	-0.131	1.4	0	0	0	0
SPILL_HW_DIR		MH_street_light1				0.95	0.988	1.0	0.3	26		0	0.0	0	1.0				0
BILLBOARD_HW		MH_street_light2				1.0	1.0	1.0	1.0	6.40	1 0 6	0	-1.494	-0.131	1.4	0	0	0	0
SPILL_HW_DIR		MH_street_light2				0.95	0.988	1.0	0.28	24		0	0.0	0	1.0				0


# Area lights

BILLBOARD_HW		Hg_area_lt_sml_bb			1	1	1.0	1.0	6.4	1 0 6	0	-0.866	-0.5	0.7	0	0	0	0
SPILL_HW_DIR		Hg_area_lt_sml_sp			0.78	0.83	1.0	0.4	40		0	-0.866	-0.5	0.40				0


BILLBOARD_HW		area_lt_sml_bb				1	0.91	0.86	1.0	6.4	2 4 2	0	-0.866	-0.5	0.7	0	0	0	0
SPILL_HW_DIR		area_lt_sml_sp				1.0	0.8	0.8	0.5	40		0	-0.866	-0.5	0.40				0	

BILLBOARD_HW		area_lt_med_bb				1	0.91	0.86	1.0	7.2	2 4 2	0	-0.866	-0.5	0.7	0	0	0	0
SPILL_HW_DIR		area_lt_med_sp				1.0	0.8	0.9	0.6	60		0	-0.866	-0.5	0.40				0

BILLBOARD_HW		area_lt_lrg_bb				1	0.76	0.97	1.0	8.8	2 5 2	0	-0.766	-0.642	0.80	0	0	0	0
SPILL_HW_DIR		area_lt_lrg_sp				0.85	0.75	1.0	0.7	85		0.0	-0.707	-0.707	0.5				0

LIGHT_PARAM_DEF		area_lt_param_bb			3	DX	DY	DZ
BILLBOARD_HW		area_lt_param_bb				1.0	0.76	0.97	1.0	8.8	2 5 2	DX	DY	DZ	0.7	0	0	0	0
LIGHT_PARAM_DEF		area_lt_param_sp			4	DX	DY	DZ	THROW
SPILL_HW_DIR		area_lt_param_sp				0.85	0.75	1.0	0.6	THROW		DX	DY	DZ	0.3				0

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# Pinkish-white highway streetlights, various intensities:
# Hwy versions have cantilever arm and wide spill cone, Rmp versions have the light fixed to the top of the pole, and a narrower beam width to light a single lane
# (note: the degree value in the names are legacy and ignored).

BILLBOARD_HW		Hwy10Deg1_var1				1.0	1	0.95	1.1	18.0	2 6 2	0	-0.49	0	0.51	0	0	0	0
BILLBOARD_HW		Hwy10Deg1_var2				1.0	0.95	1.0	1.1	19.2	2 6 2	0	-0.49	0	0.51	0	0	0	0
BILLBOARD_HW		Hwy10Deg1_var3				1.0	1.0	1.0	1.0	20.8	2 6 2	0	-0.49	0	0.51	0	0	0	0

SPILL_HW_DIR		Hwy10Deg1_var1				1.0	0.541	0.230	0.6	27		0	-0.968	-0.25	0.01				0	
SPILL_HW_DIR		Hwy10Deg1_var2				1.0	0.541	0.230	0.65	26.5		0	-0.968	-0.25	0.01				0	
SPILL_HW_DIR		Hwy10Deg1_var3				1.0	0.541	0.230	0.6	26		0	-0.968	-0.25	0.01				0	

BILLBOARD_HW		Rmp10Deg1_var1				1.0	0.95	1.0	1	17.6	2 6 2	0	-0.49	0	0.51	0	0	0	0
BILLBOARD_HW		Rmp10Deg1_var2				1.0	1.0	0.95	1.0	20.0	2 6 2	0	-0.49	0	0.51	0	0	0	0
SPILL_HW_DIR		Rmp10Deg1_var1				1.0	0.541	0.230	0.6	20		0	-0.9848	-0.1736	0.26				0
SPILL_HW_DIR		Rmp10Deg1_var2				1.0	0.541	0.230	0.6	21		0	-0.9848	-0.1736	0.26				0

# LPS (yellow-orange) highway streetlights, various intensities:
# Hwy versions have cantilever arm and wide spill cone, Rmp versions have the light fixed to the top of the pole, and a narrower beam width to light a single lane

BILLBOARD_HW		Hwy20Deg1_var1				1.0	0.98	0.96	1	19.2	2 7 2	0	-0.49	0	0.51	0	0	0	0
BILLBOARD_HW		Hwy20Deg1_var2				1.0	0.95	0.90	1.0	20.4	2 7 2	0	-0.488	0	0.512	0	0	0	0
BILLBOARD_HW		Hwy20Deg1_var3				1.0	1.0	1.0	1.0	21.2	2 7 2	0	-0.486	0	0.514	0	0	0	0

SPILL_HW_DIR		Hwy20Deg1_var1				1	0.385	0.015	0.7	28		0	-0.968	-0.25	0.01				0
SPILL_HW_DIR		Hwy20Deg1_var2				0.947	0.373	0.015	0.65	27		0	-0.968	-0.25	0.01				0
SPILL_HW_DIR		Hwy20Deg1_var3				0.947	0.363	0.015	0.6	26		0	-0.968	-0.25	0.01				0

BILLBOARD_HW		Rmp20Deg1_var1				1.0	1.0	1.0	1	18.0	2 7 2	0	-0.49	0	0.51	0	0	0	0
BILLBOARD_HW		Rmp20Deg1_var2				1.0	1.0	1.0	1.0	19.2	2 7 2	0	-0.488	0	0.512	0	0	0	0
SPILL_HW_DIR		Rmp20Deg1_var1				0.947	0.355	0.015	0.6	21		0	-0.9848	-0.1736	0.26				0
SPILL_HW_DIR		Rmp20Deg1_var2				0.947	0.363	0.015	0.65	22		0	-0.9848	-0.1736	0.26				0

BILLBOARD_HW		HwyLPSHighMast				1.0	1.0	1.0	1.0	24.0	2 7 2	0	-0.49	0	0.51	0	0	0	0
SPILL_HW_DIR		HwyLPSHighMast				0.947	0.363	0.015	0.85	32		0	-0.968	-0.25	0.01				0

# Road bridge deck lighting (vertical, relatively narrow streetlight, suspended from the bridge girders or towers). Front and axial billboards plus spill:

BILLBOARD_HW		RoadBridgeDeck_var1			1.0	1.0	1.0	1.0	-2.0	1 2 0	0	-1.0	0.0	1.0	0	0	0	0
SPILL_HW_DIR		RoadBridgeDeck_var1			0.992	0.938	0.898	0.55	25.0		0	-1.0	-0.0	0.50				0
CONE_HW			RoadBridgeDeck_var1			0.994	0.855	0.664	0.8	5	2 6 0 	0	-1	0	10

# Always on, parameterized LPS spill for tunnels:

LIGHT_PARAM_DEF		LPS_param_sp			6	DX	DY	DZ	BRIGHT	THROW	FOCUS
SPILL_HW_DIR		LPS_param_sp				0.947	0.373	0.015	BRIGHT	THROW		DX	DY	DZ	FOCUS				1

# Road sign lights

SPILL_HW_DIR		sign_bridge				0.992	0.938	0.898	1.0	5.0		0.0	0.515	-0.857	0.64				0
BILLBOARD_HW		sign_bridge				1.0	1.0	1.0	1	4.0	1 0 5	0.0	0.258	-0.429	0.5	0	0	0	0	

# Highway hazard wigwags

BILLBOARD_HW		hwy_hzd_red_S1				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	3	-2	1.2	0.0	1.5	0
BILLBOARD_HW		hwy_hzd_red_S2				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	3	-2	1.2	0.5	1.5	0

# Level Crossing Lights

BILLBOARD_HW		LevelCrossN1				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	-3	-2	1.0	0.0	1.5	1
BILLBOARD_HW		LevelCrossN2				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	-3	-2	1.0	0.5	1.5	1
BILLBOARD_HW		LevelCrossNCnst 				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	-3	-2	0.0	0.0	0.0	1
BILLBOARD_HW		LevelCrossS1				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	3	-2	1.0	0.0	1.5	1
BILLBOARD_HW		LevelCrossS2				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	3	-2	1.0	0.5	1.5	1
BILLBOARD_HW		LevelCrossSCnst 				1.0	0.1	0.1	1.0	4.8	1 0 0	0	0	3	-2	0.0	0.0	0.0	1

# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#	Name							R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

# Traffic lights:
# Four sets of traffic lights, pointing respectively north, south, east and west in OBJ space. Opposing sets are in phase with each other. N & S are out of phase with E & W.
# Note: two amber biilboards are needed per pair in order to get the timing right. Only one per pair needs to be added to the OBJ.

BILLBOARD_HW		traffic_red_N				0.997	0.0	0.05	1.0	3.2	1 4 7	0	0	-3	-2	0.02	0.0	1600	1		
BILLBOARD_HW		traffic_amber_N				0.978	0.772	0.071	1.0	3.2	1 4 7	0	0	-3	-2	0.02	0.57	1030	1
BILLBOARD_HW		traffic_amber_N 				0.978	0.772	0.071	1.0	3.2	1 4 7	0	0	-3	-2	0.02	0.94	1060	1					
BILLBOARD_HW		traffic_green_N				0.015	0.983	0.966	1.0	3.2	1 4 7	0	0	-3	-2	0.02	0.6	1340	1

BILLBOARD_HW		traffic_red_S				0.997	0.0	0.05	1.0	3.2	1 4 7	0	0	3	-2	0.02	0.0	1600	1		
BILLBOARD_HW		traffic_amber_S				0.978	0.772	0.071	1.0	3.2	1 4 7	0	0	3	-2	0.02	0.57	1030	1
BILLBOARD_HW		traffic_amber_S 				0.978	0.772	0.071	1.0	3.2	1 4 7	0	0	3	-2	0.02	0.94	1060	1					
BILLBOARD_HW		traffic_green_S				0.015	0.983	0.966	1.0	3.2	1 4 7	0	0	3	-2	0.02	0.6	1340	1

BILLBOARD_HW		traffic_red_E				0.997	0.0	0.05	1.0	3.2	1 4 7	3	0	0	-2	0.02	0.5	1600	1		
BILLBOARD_HW		traffic_amber_E				0.978	0.772	0.071	1.0	3.2	1 4 7	3	0	0	-2	0.02	0.07	1030	1
BILLBOARD_HW		traffic_amber_E 				0.978	0.772	0.071	1.0	3.2	1 4 7	3	0	0	-2	0.02	0.44	1060	1					
BILLBOARD_HW		traffic_green_E				0.015	0.983	0.966	1.0	3.2	1 4 7	3	0	0	-2	0.02	0.1	1340	1

BILLBOARD_HW		traffic_red_W				0.997	0.0	0.05	1.0	3.2	1 4 7	-3	0	0	-2	0.02	0.5	1600	1		
BILLBOARD_HW		traffic_amber_W				0.978	0.772	0.071	1.0	3.2	1 4 7	-3	0	0	-2	0.02	0.07	1030	1
BILLBOARD_HW		traffic_amber_W 				0.978	0.772	0.071	1.0	3.2	1 4 7	-3	0	0	-2	0.02	0.44	1060	1					
BILLBOARD_HW		traffic_green_W				0.015	0.983	0.966	1.0	3.2	1 4 7	-3	0	0	-2	0.02	0.1	1340	1

# Railway Signals:
# CPL sequence:
#		0	0.1	0.2	0.3	0.4	0.5	0.6	0.7	0.8	0.9
#	G					*	*	*	*	*	*
#	Y			*	*
#	R	*	*	
#	TL				*					*	
#	TC		*	*				*	*			
#	TR					*					*
#	BC	*					*
## CPL (color position lights)
BILLBOARD_HW		CPL_r					1.0	1.0	1.0	1	3.2	1 3 6	0	0.0	2.5	-1.5	0.004	0.0	1200	1
BILLBOARD_HW		CPL_y					1.0	0.8	0.2	1	3.2	1 2 6	0	0.0	2.5	-1.5	0.004	0.2	1200	1
BILLBOARD_HW		CPL_g					1.0	1.0	1.0	1	3.2	1 5 6	0	0.0	2.0	-1	0.004	0.4	1600	1

BILLBOARD_HW		CPL_r_small				1.0	1.0	1.0	1	2.4	1 3 6	0	0.0	2.5	-1.5	0.004	0.0	1200	1
BILLBOARD_HW		CPL_y_small				1.0	0.8	0.2	1	2.4	1 2 6	0	0.0	2.5	-1.5	0.004	0.2	1200	1
BILLBOARD_HW		CPL_g_small				1.0	1.0	1.0	1	2.4	1 5 6	0	0.0	2.0	-1	0.004	0.4	1600	1

BILLBOARD_HW		CPL_marker_w_TL				1.0	1.0	1.0	1	3.2	1 2 6	0	0.0	2.5	-1.5	0.008	0.6	1200	1
BILLBOARD_HW		CPL_marker_w_TC				1.0	1.0	1.0	1	3.2	1 2 6	0	0.0	2.5	-1.5	0.008	0.2	1400	1
BILLBOARD_HW		CPL_marker_y_TR				1.0	0.8	0.2	1	3.2	1 2 6	0	0.0	2.5	-1.5	0.008	0.8	1200	1
BILLBOARD_HW		CPL_marker_w_BC				1.0	1.0	1.0	1	3.2	1 2 6	0	0.0	2.5	-1.5	0.008	0.0	1200	1

## CL (color lights)
BILLBOARD_HW		CL_g_1					1.0	1.0	1.0	1	3.2	1 5 6	0	0.0	3.5	-2.5	0.004	0.5	1500	1
BILLBOARD_HW		CL_y_1					1.0	0.8	0.2	1	3.2	1 2 6	0	0.0	3.5	-2.5	0.004	0.25	1250	1
BILLBOARD_HW		CL_r_1					1.0	1.0	1.0	1	3.2	1 3 6	0	0.0	3.5	-2.5	0.004	0.0	1250	1
BILLBOARD_HW		CL_g_2					1.0	1.0	1.0	1	3.2	1 5 6	0	0.0	3.5	-2.5	0.006	0.5	1500	1
BILLBOARD_HW		CL_y_2					1.0	0.8	0.2	1	3.2	1 2 6	0	0.0	3.5	-2.5	0.006	0.25	1250	1
BILLBOARD_HW		CL_r_2					1.0	1.0	1.0	1	3.2	1 3 6	0	0.0	3.5	-2.5	0.006	0.0	1250	1
BILLBOARD_HW		CL_g_3					1.0	1.0	1.0	1	3.2	1 5 6	0	0.0	3.5	-2.5	0.008	0.0	1250	1
BILLBOARD_HW		CL_r_3					1.0	1.0	1.0	1	3.2	1 3 6	0	0.0	3.5	-2.5	0.008	0.25	1750	1

### END
### END
### END

# Ambient Spill Lights:
# Attached to building objs to simulate spill from lit windows, storefronts, etc

SPILL_HW_DIR		test_amb_sp				1.0	0.8	0.67	0.2	30		0.0	0.0	-1.0	0.85				0
	# warm yellow, tungsten domestic light, three brightness/size options: 
LIGHT_PARAM_DEF		amb_tungsten_1_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_tungsten_1_sp			0.992	0.835	0.675	0.25	35		X	Y	Z	0.85				0
LIGHT_PARAM_DEF		amb_tungsten_2_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_tungsten_2_sp			0.992	0.835	0.675	0.3	40		X	Y	Z	0.85				0
LIGHT_PARAM_DEF		amb_tungsten_3_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_tungsten_3_sp			0.992	0.835	0.675	0.30	45		X	Y	Z	0.85				0

	# standard fluorescent (typical of stores):
LIGHT_PARAM_DEF		amb_std_fl_1_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_std_fl_1_sp			0.957	1.000	0.980	0.2	30		X 	Y	Z	0.85				0
LIGHT_PARAM_DEF		amb_std_fl_2_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_std_fl_2_sp			0.957	1.000	0.980	0.3	30		X 	Y	Z	0.85				0
LIGHT_PARAM_DEF		amb_std_fl_3_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_std_fl_3_sp			0.957	1.000	0.980	0.4	40		X 	Y	Z	0.85				0

	# cool fluorescent (typical of offices):
LIGHT_PARAM_DEF		amb_cool_fl_1_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_cool_fl_1_sp			0.835	0.925	0.996	0.2	30		X 	Y	Z	0.85				0
LIGHT_PARAM_DEF		amb_cool_fl_2_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_cool_fl_2_sp			0.835	0.925	0.996	0.3	40		X 	Y	Z	0.85				0
LIGHT_PARAM_DEF		amb_cool_fl_3_sp		3	X 	Y	Z
SPILL_HW_DIR		amb_cool_fl_3_sp			0.835	0.925	0.996	0.4	50		X 	Y	Z	0.85				0

LIGHT_PARAM_DEF		lights_fx1_sp			1	INDEX	
SPILL_SW		lights_fx1_sp				0	0	0	INDEX	50.0		0.0	0.0	1.0	0.7					sim/graphics/animation/lights_fx_1_spill

BILLBOARD_SW		test_lamp0				1	1	1	1.0	1.2	1 1 0	0	0	0	1					NULL					
BILLBOARD_SW		test_lamp1				1	1	1	1.0	1.6	1 1 0	0	0	0	1					NULL
BILLBOARD_SW		test_lamp2				1	1	1	1.0	3.0	1 0 0	0	0	0	1					NULL
BILLBOARD_SW		test_lamp3				1	0.85	0.6	1.0	3.0	1 0 0	0	0	0	1					NULL
BILLBOARD_SW		SW_bb					1.0	1.0	1.0	1	1.4	1 2 7	0	-1.494	-0.131	1.5					NULL
SPILL_SW			SW_sp					0.0	1.0	2.0	1.0	2.0		0	0	0	1					NULL	
BILLBOARD_HW		srgb_test0				1.0	1.0	1.0	1	1.0	2 4 3	0	0.0	0	1	0	0	0	1
BILLBOARD_HW		srgb_test1				1.0	1.0	1.0	1	1.0	2 5 3	0	0.0	0	1	0	0	0	1
BILLBOARD_HW		srgb_test2				1.0	1.0	1.0	1	1.0	2 6 3	0	0.0	0	1	0	0	0	1
BILLBOARD_HW		srgb_test3				1.0	1.0	1.0	1	1.0	2 6 1	0	0.0	0	1	0	0	0	1
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#  Tom Kyler's Lights for scenery
#			Name					R	G	B	A	Size	Cell	Dx	Dy	Dz	Width	Frq	Phase	Amp	Day	Dataref
# -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### BEGIN SECTIONAL EDIT
### 4X for 4XSSAA chrisk

LIGHT_PARAM_DEF		sodium_flood_XYZBTSS			7	X	Y	Z	BRIGHT	THROW	SPREAD SIZE
SPILL_HW_DIR		sodium_flood_XYZBTSS			1.0	0.463	0.176	BRIGHT	THROW		X	Y	Z	SPREAD				0

### COMMENTED BY CHRISK
#BILLBOARD_HW		sodium_flood_XYZBTSS			1.0	0.6	0.2	1.0	4	4 2 0	X	Y	Z	0	0	0	0	0
BILLBOARD_HW		sodium_flood_XYZBTSS			1.0	0.6	0.2	1.0	16	4 2 0	X	Y	Z	0	0	0	0	0

LIGHT_PARAM_DEF		sodium_flood_BB				4	X	Y	Z	SIZE
#BILLBOARD_HW		sodium_flood_BB				1.0	0.6	0.2	1.0	4	4 2 0	X	Y	Z	0	0	0	0	0
BILLBOARD_HW		sodium_flood_BB				1.0	0.6	0.2	1.0	16	4 2 0	X	Y	Z	1	0	0	0	0


