seta hud_postprocessing_maxblurradius 10 "maximum radius which the blur postprocess can be"
seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"
+seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur"
+seta hud_contents_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance"
seta hud_contents_factor 1 "factor at which to multiply the current faded value."
seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"
seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid"
if(contentavgalpha)
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+
+ if(autocvar_hud_postprocessing)
+ {
+ if(autocvar_hud_contents_blur)
+ {
+ content_blurpostprocess_x = 1;
+ content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
+ content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
+ }
+ else
+ {
+ content_blurpostprocess_x = 0;
+ content_blurpostprocess_y = 0;
+ content_blurpostprocess_z = 0;
+ }
+ }
}
if(autocvar_hud_damage)
float autocvar_hud_configure_grid_ysize;
float autocvar_hud_configure_teamcolorforced;
float autocvar_hud_contents;
+float autocvar_hud_contents_blur;
+float autocvar_hud_contents_blur_alpha;
float autocvar_hud_contents_factor;
float autocvar_hud_contents_fadeintime;
float autocvar_hud_contents_fadeouttime;