objEffect Wallow_Idle
{
   DetailMin = 1

   objEffect Birds
   {
      Loop = true
      ObjectOffset = ""

      eiParticleEmitter Flock_Of_Birds_L
      {
         StartTime = [ 10.000000, 30.000000 ]
         SceneLayer = "GameBackgroundTier2"

         Sprite
         {
            File = ~data/maps/level40/bird.spr
            RandomFrame = true
         }

         Spline

         Palette

         Emitter
         {
            LifespanInfinite = false
            Lifespan = [ 10.000000, 10.000000 ]
            PosRelative = true
            PlaceHorz = ZERO
            PlaceVert = ZERO
            PositionMin = [ 0.000000, 100.000000, 0.000000 ]
            PositionMax = [ 0.000000, 500.000000, 0.000000 ]
         }

         Particles
         {
            Max = [ 1, 3 ]
            Lifespan = [ 6.000000, 6.000000 ]
            SpawnRadiusMin = [ -100.000000, -100.000000, 0.000000 ]
            SpawnRadiusMax = [ 100.000000, 100.000000, 0.000000 ]
            Scale = [ 0.150000, 0.330000 ]
            RotDir = true
         }

         Physics
         {
            VelocityMin = [ 150.000000, 0.000000, 0.000000 ]
            VelocityMax = [ 250.000000, 0.000000, 0.000000 ]
            VelocityDev = true
            VelocityDevAngle = [ -250.000000, 250.000000 ]
         }
      }

      eiParticleEmitter Flock_Of_Birds_R
      {
         StartTime = [ 10.000000, 30.000000 ]
         SceneLayer = "GameBackgroundTier2"

         Sprite
         {
            File = ~data/maps/level40/bird.spr
            RandomFrame = true
         }

         Spline

         Palette

         Emitter
         {
            LifespanInfinite = false
            Lifespan = [ 10.000000, 10.000000 ]
            PosRelative = true
            PlaceHorz = ZERO
            PlaceVert = ZERO
            PositionMin = [ 900.000000, 100.000000, 0.000000 ]
            PositionMax = [ 900.000000, 500.000000, 0.000000 ]
         }

         Particles
         {
            Max = [ 1, 3 ]
            Lifespan = [ 6.000000, 6.000000 ]
            SpawnRadiusMin = [ -100.000000, -100.000000, 0.000000 ]
            SpawnRadiusMax = [ 100.000000, 100.000000, 0.000000 ]
            Scale = [ 0.150000, 0.330000 ]
            RotDir = true
         }

         Physics
         {
            VelocityMin = [ -150.000000, 0.000000, 0.000000 ]
            VelocityMax = [ -250.000000, 0.000000, 0.000000 ]
            VelocityDev = true
            VelocityDevAngle = [ -250.000000, 250.000000 ]
         }
      }
   }

   objEffect Rips
   {
      DetailMin = 5
      ObjectOffset = "Background"

      eiParticleEmitter waves
      {
         DetailMin = 3

         Sprite
         {
            File = ~data/textures/particles/wave.jpg*data/textures/particles/wave_alpha.tga
            BlendMode = ADD
         }

         Spline

         Palette

         Emitter
         {
            PosRelative = true
            PlaceHorz = ZERO
            PlaceVert = ZERO
            PositionMin = [ 400.000000, 300.000000, 0.000000 ]
            PositionMax = [ 400.000000, 300.000000, 0.000000 ]
         }

         Particles
         {
            Max = [ 2, 2 ]
            Rate = [ 10.000000, 20.000000 ]
            Lifespan = [ 6.000000, 10.000000 ]
            AlphaFadeIn = [ 0.450000, 0.450000 ]
            AlphaFadeOut = [ 0.550000, 0.550000 ]
            SpawnRadiusMin = [ -300.000000, -300.000000, 0.000000 ]
            SpawnRadiusMax = [ 300.000000, 300.000000, 0.000000 ]
            RotMin = [ 0.000000, 0.000000, -180.000000 ]
            RotMax = [ 0.000000, 0.000000, 180.000000 ]
         }

         Physics
         {
            VelocityMin = [ 5.000000, 0.000000, 0.000000 ]
            VelocityMax = [ 10.000000, 0.000000, 0.000000 ]
         }
      }

      eiParticleEmitter Waves2
      {
         DetailMin = 4

         Sprite
         {
            File = ~data/textures/particles/wave2.jpg*data/textures/particles/wave2_alpha.tga
            BlendMode = ADD
         }

         Spline

         Palette

         Emitter
         {
            PosRelative = true
            PlaceHorz = ZERO
            PlaceVert = ZERO
            PositionMin = [ 400.000000, 250.000000, 0.000000 ]
            PositionMax = [ 400.000000, 250.000000, 0.000000 ]
         }

         Particles
         {
            Max = [ 3, 3 ]
            Rate = [ 0.010000, 0.500000 ]
            Lifespan = [ 4.000000, 4.000000 ]
            AlphaFadeIn = [ 0.850000, 0.850000 ]
            AlphaFadeOut = [ 0.900000, 0.900000 ]
            Scale = [ 0.750000, 0.750000 ]
            ScaleVelocity = [ 0.100000, 0.100000 ]
         }

         Physics
         {
            VelocityMin = [ 5.000000, 0.000000, 0.000000 ]
            VelocityMax = [ 10.000000, 0.000000, 0.000000 ]
         }
      }
   }

   objEffect bubs
   {
      DetailMin = 3
      ObjectOffset = "Background_Alpha"

      eiParticleEmitter Bubbles
      {
         DetailMin = 1

         Sprite
         {
            File = ~data/textures/particles/bubble.jpg*data/textures/particles/bubble_alpha.tga
         }

         Spline
         {
            File = ~data/maps/oasis/idle_path.obj
            ParticleSpawn = true
         }

         Palette

         Emitter
         {
            PosRelative = true
            PlaceHorz = ZERO
            PlaceVert = ZERO
         }

         Particles
         {
            Max = [ 33, 33 ]
            Rate = [ 10.000000, 25.000000 ]
            Lifespan = [ 2.000000, 4.000000 ]
            AlphaFadeIn = [ 0.100000, 0.250000 ]
            Scale = [ 0.050000, 0.100000 ]
            ScaleVelocity = [ 0.100000, 0.200000 ]
         }

         Physics
         {
            VelocityMin = [ -6.000000, -6.000000, 0.000000 ]
            VelocityMax = [ 6.000000, 6.000000, 0.000000 ]
            Expanding = true
         }
      }
   }

   eiSpawnGroup Weather
   {
      Rate = [ 2.000000, 5.000000 ]

      eiSequence Rain
      {
         StartTime = [ 0.000000, 2.000000 ]
         DetailMin = 2

         eiParticleEmitter rain_Drop
         {
            StartTime = [ 0.000000, 1.000000 ]
            SceneLayer = "GameBackgroundTier2"

            Sprite
            {
               File = ~data/textures/particles/rain_drop.jpg*data/textures/particles/rain_drop_alpha.tga
               AnimLoop = false
            }

            Spline

            Palette

            Emitter
            {
               LifespanInfinite = false
               Lifespan = [ 0.750000, 0.750000 ]
               PosRelative = true
               PlaceHorz = ZERO
               PlaceVert = ZERO
               PositionMin = [ 50.000000, -500.000000, 0.000000 ]
               PositionMax = [ 750.000000, 0.000000, 0.000000 ]
               AccelMin = [ 0.000000, 1200.000000, 0.000000 ]
               AccelMax = [ 0.000000, 1600.000000, 0.000000 ]
            }

            Particles
            {
               Lifespan = [ 0.750000, 0.750000 ]
               Scale = [ 0.250000, 0.500000 ]
            }

            Physics
         }

         eiGroup impact
         {
            eiParticleEmitter Splash
            {
               SceneLayer = "GameBackgroundTier2"

               Sprite
               {
                  File = ~data/textures/particles/splash_drop.jpg*data/textures/particles/splash_drop_alpha.tga
                  RandomFrame = true
               }

               Spline

               Palette

               Emitter
               {
                  Promote = true
                  LifespanInfinite = false
                  Lifespan = [ 0.250000, 0.250000 ]
                  PosRelative = true
               }

               Particles
               {
                  Start = [ 5, 5 ]
                  Max = [ 5, 5 ]
                  Rate = [ 0.000000, 0.000000 ]
                  Lifespan = [ 0.250000, 0.250000 ]
                  AlphaFadeOut = [ 0.500000, 0.500000 ]
                  SpawnRadiusMin = [ -8.000000, -8.000000, 0.000000 ]
                  SpawnRadiusMax = [ 8.000000, 8.000000, 0.000000 ]
                  Scale = [ 0.250000, 0.330000 ]
                  RotDir = true
               }

               Physics
               {
                  VelocityMin = [ -200.000000, -200.000000, 0.000000 ]
                  VelocityMax = [ 200.000000, -50.000000, 0.000000 ]
                  VelocityDrag = [ 0.010000, 0.010000 ]
                  AccelMin = [ 0.000000, 400.000000, 0.000000 ]
                  AccelMax = [ 0.000000, 600.000000, 0.000000 ]
               }
            }

            eiParticleEmitter Ripple
            {
               SceneLayer = "GameBallReflections"

               Sprite
               {
                  File = ~data/textures/particles/ring.jpg*data/textures/particles/ring_alpha.tga
                  BlendMode = ADD
               }

               Spline

               Palette

               Emitter
               {
                  Promote = true
                  LifespanInfinite = false
                  PosRelative = true
                  PlaceHorz = ZERO
                  PlaceVert = ZERO
               }

               Particles
               {
                  Start = [ 1, 1 ]
                  Rate = [ 0.000000, 0.000000 ]
                  Lifespan = [ 2.000000, 3.000000 ]
                  AlphaFadeIn = [ 0.050000, 0.050000 ]
                  AlphaFadeOut = [ 0.600000, 0.750000 ]
                  SpawnRadiusMin = [ 0.000000, 16.000000, 0.000000 ]
                  SpawnRadiusMax = [ 0.000000, 16.000000, 0.000000 ]
                  Scale = [ 0.100000, 0.100000 ]
                  ScaleVelocity = [ 0.100000, 0.250000 ]
               }

               Physics
            }
         }
      }
   }

   objEffect DarkPassThreshold
   {
      ObjectOffset = ":DarkPassThreshold"

      eiBezierLerp
      {
         Loop = true
         Target = "Data"
         Enable1 = true
         Val1 = [ 0.100000, 0.100000 ]
         Mode = BLEND_TARGET
      }
   }

   objEffect BrightPassThreshold
   {
      ObjectOffset = ":BrightPassThreshold"

      eiBezierLerp
      {
         Loop = true
         Target = "Data"
         Enable1 = true
         Val1 = [ 0.750000, 0.750000 ]
         Mode = BLEND_TARGET
      }
   }
}
