#pragma once #include "c_cvars.h" class IFXAAShader { public: enum Quality { None, Low, Medium, High, Extreme, Count }; }; //========================================================================== // // CVARs // //========================================================================== EXTERN_CVAR(Bool, gl_bloom) EXTERN_CVAR(Float, gl_bloom_amount) EXTERN_CVAR(Float, gl_exposure_scale) EXTERN_CVAR(Float, gl_exposure_min) EXTERN_CVAR(Float, gl_exposure_base) EXTERN_CVAR(Float, gl_exposure_speed) EXTERN_CVAR(Int, gl_tonemap) EXTERN_CVAR(Int, gl_bloom_kernel_size) EXTERN_CVAR(Bool, gl_lens) EXTERN_CVAR(Float, gl_lens_k) EXTERN_CVAR(Float, gl_lens_kcube) EXTERN_CVAR(Float, gl_lens_chromatic) EXTERN_CVAR(Int, gl_fxaa) EXTERN_CVAR(Int, gl_ssao) EXTERN_CVAR(Int, gl_ssao_portals) EXTERN_CVAR(Float, gl_ssao_strength) EXTERN_CVAR(Int, gl_ssao_debug) EXTERN_CVAR(Float, gl_ssao_bias) EXTERN_CVAR(Float, gl_ssao_radius) EXTERN_CVAR(Float, gl_ssao_blur) EXTERN_CVAR(Float, gl_ssao_exponent) EXTERN_CVAR(Float, gl_paltonemap_powtable) EXTERN_CVAR(Bool, gl_paltonemap_reverselookup) EXTERN_CVAR(Float, gl_menu_blur) EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Float, vid_saturation) EXTERN_CVAR(Int, gl_satformula)