#pragma once #include "c_cvars.h" EXTERN_CVAR(Bool,gl_enhanced_nightvision) EXTERN_CVAR(Int, screenblocks); EXTERN_CVAR(Int, gl_texture_filter) EXTERN_CVAR(Float, gl_texture_filter_anisotropic) EXTERN_CVAR(Int, gl_texture_format) EXTERN_CVAR(Bool, gl_usefb) EXTERN_CVAR(Int, gl_weaponlight) EXTERN_CVAR (Bool, gl_light_sprites); EXTERN_CVAR (Bool, gl_light_particles); EXTERN_CVAR (Bool, gl_light_shadowmap); EXTERN_CVAR (Int, gl_shadowmap_quality); EXTERN_CVAR(Int, gl_fogmode) EXTERN_CVAR(Int, gl_lightmode) EXTERN_CVAR(Bool,gl_mirror_envmap) EXTERN_CVAR(Bool,gl_mirrors) EXTERN_CVAR(Bool,gl_mirror_envmap) EXTERN_CVAR(Bool, gl_seamless) EXTERN_CVAR(Float, gl_mask_threshold) EXTERN_CVAR(Float, gl_mask_sprite_threshold) EXTERN_CVAR(Int, gl_multisample) EXTERN_CVAR(Bool, gl_bloom) EXTERN_CVAR(Float, gl_bloom_amount) EXTERN_CVAR(Int, gl_bloom_kernel_size) EXTERN_CVAR(Int, gl_tonemap) EXTERN_CVAR(Float, gl_exposure) 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_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_amount) EXTERN_CVAR(Int, gl_debug_level) EXTERN_CVAR(Bool, gl_debug_breakpoint) EXTERN_CVAR(Int, gl_shadowmap_filter) EXTERN_CVAR(Bool, gl_brightfog) EXTERN_CVAR(Bool, gl_lightadditivesurfaces) EXTERN_CVAR(Bool, gl_notexturefill)