seta hud_postprocessing_maxblurradius 10 "maximum radius which the blur postprocess can be"\r
\r
seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"\r
+seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur"\r
+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"\r
seta hud_contents_factor 1 "factor at which to multiply the current faded value."\r
seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"\r
seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid"\r
\r
if(contentavgalpha)\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
+\r
+ if(cvar("hud_postprocessing"))\r
+ {\r
+ if(cvar("hud_contents_blur"))\r
+ {\r
+ content_blurpostprocess_x = 1;\r
+ content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_blur");\r
+ content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_blur_alpha");\r
+ }\r
+ else\r
+ {\r
+ content_blurpostprocess_x = 0;\r
+ content_blurpostprocess_y = 0;\r
+ content_blurpostprocess_z = 0;\r
+ }\r
+ }\r
}\r
\r
if(cvar("hud_damage"))\r