objEffect Idle
{
   eiParticleEmitter ripples
   {
      SceneLayer = "GameBackgroundTier2"

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

      Spline

      Palette

      Emitter
      {
         PosRelative = true
         PlaceHorz = ZERO
         PlaceVert = ZERO
         PositionMin = [ 330.000000, 580.000000, 0.000000 ]
         PositionMax = [ 500.000000, 580.000000, 0.000000 ]
      }

      Particles
      {
         Rate = [ 0.100000, 0.200000 ]
         Lifespan = [ 2.950000, 2.950000 ]
         AlphaFadeIn = [ 0.250000, 0.250000 ]
         AlphaFadeOut = [ 0.850000, 0.850000 ]
         Scale = [ 0.050000, 0.050000 ]
         ScaleVelocity = [ 0.050000, 0.100000 ]
      }

      Physics
   }

   objEffect DarkPassThreshold
   {
      ObjectOffset = ":DarkPassThreshold"

      eiBezierLerp
      {
         Loop = true
         Target = "Data"
         Enable1 = true
         Mode = BLEND_TARGET
      }
   }

   objEffect BrightPassThreshold
   {
      ObjectOffset = ":BrightPassThreshold"

      eiBezierLerp
      {
         Loop = true
         Target = "Data"
         Enable1 = true
         Val1 = [ 0.680000, 0.680000 ]
         Mode = BLEND_TARGET
      }
   }
}
