# crystal_b -- parallax background, made by tools/backgrounds/make_bg.py (do not edit by hand)
# crystal_b: an underground lake of light: glowing crystals along the far shore and on islands, mirrored
# in the water (waterline at y 236 in every layer). All layers use the same vertical parallax so the
# reflections stay aligned with the waterline; keep it that way. Stalactites of layer 3 hang from its first
# row.
# layer<n> <parallax x> <parallax y> <y offset> [scroll px/s]
#   screen x of the layer = -camera_x * parallax_x (wrapped, the layer repeats horizontally)
#   screen y of the layer's top row = y offset + rise * parallax_y, where rise = how far the camera's top
#   is above its lowest position in the level (px, >= 0); so at the bottom of a level the layer's top
#   sits at the y offset and climbing moves the layers down
#   scroll: the layer's own drift in px/s (negative = to the left), added to its x
#   above / below a layer the engine repeats its first / last row (clamp to edge); for layer 0 these
#   rows are flat and equal to the fill colours
#   layer<n>_glow.png (when present): the layer's emissive pixels for bloom, same size
layer0 0.05 0.03 0
layer1 0.17 0.03 0
layer2 0.35 0.03 0
layer3 0.62 0.03 0
# fill <top r g b> <bottom r g b>: the colours above and below layer 0
fill 17 13 30 17 13 30
# fore <parallax x> <parallax y> <y offset>: fore.png (made by tools/backgrounds/fore.py), drawn IN FRONT of
# fore   the world, behind the HUD: dark silhouettes in its top 62 and bottom 52 rows, the middle empty but
# fore   for a thin pillar / chain / vine. x like a layer (-camera_x * parallax x, wrapped). y: keep it on the
# fore   screen -- its top row at the y offset on the 400 px view and 20 px higher on the 360 px view; use
# fore   parallax y only for a small bounded sway (the rise formula of the layers would carry the top band
# fore   into the middle of the screen); no clamp-to-edge rows above or below it.
fore 1.3 1.15 0
