cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
}\r
\r
- if(cvar("hud_postprocessing") && cvar("hud_saturation"))\r
+ if(cvar("hud_postprocessing"))\r
{\r
// change saturation based on the amount of armor we have\r
// ranges between 0 and 50 armor. 0 armor is saturation 0.5, and 0.5 armor or above is saturation 1\r
\r
- if(armor_enabled && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
+ if(cvar("hud_saturation") && armor_enabled && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
{\r
float saturation;\r
saturation = 0.5 + (getstati(STAT_ARMOR) * 1 * 0.01);\r
e.savedValue = 0.5; // default\r
me.TD(me, 1, 2, s);\r
me.TR(me);\r
- me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", "Damage & Water blur"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", "Damage & Water blur"));\r
me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_powerup", "Powerup sharpen"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_saturation", "Armor saturation"));\r
\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, makeVoretCommandButton("Apply immediately", '0 0 0', "vid_restart", COMMANDBUTTON_APPLY));\r
me.TR(me);\r
me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Contrast boost:"));\r
me.TD(me, 1, 2, e = makeVoretSlider(1.0, 5.0, 0.1, "v_contrastboost"));\r
- me.TR(me);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Saturation:"));\r
- setDependent(e, "vid_gl20", 1, 1);\r
- me.TD(me, 1, 2, e = makeVoretSlider(0.5, 2.0, 0.05, "r_glsl_saturation"));\r
- setDependent(e, "vid_gl20", 1, 1);\r
me.TR(me);\r
me.TR(me);\r
me.TD(me, 1, 3, e = makeVoretCheckBox(0, "v_glslgamma", "Use GLSL to handle color control"));\r