add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / conf.h
1 #ifndef CONF_H
2 #define CONF_H
3
4 #define VG_GAME
5 #include "vg/vg.h"
6
7 VG_STATIC float cl_fov = 0.86f,
8 cl_volume = 1.0f,
9 cl_blur_strength = 2.0f;
10 VG_STATIC int cl_blur = 1,
11 cl_playermdl_id = 0;
12
13 VG_STATIC void g_conf_init(void)
14 {
15 vg_convar_push( (struct vg_convar){
16 .name = "cl_fov",
17 .data = &cl_fov,
18 .data_type = k_convar_dtype_f32,
19 .opt_f32 = { .clamp = 0 },
20 .persistent = 1
21 });
22
23 vg_convar_push( (struct vg_convar){
24 .name = "cl_blur_strength",
25 .data = &cl_blur_strength,
26 .data_type = k_convar_dtype_f32,
27 .opt_f32 = { .clamp = 0 },
28 .persistent = 1
29 });
30
31 vg_convar_push( (struct vg_convar){
32 .name = "cl_blur",
33 .data = &cl_blur,
34 .data_type = k_convar_dtype_i32,
35 .opt_i32 = { .min=0, .max=1, .clamp=1 },
36 .persistent = 1
37 });
38
39 vg_convar_push( (struct vg_convar){
40 .name = "cl_playermdl_id",
41 .data = &cl_playermdl_id,
42 .data_type = k_convar_dtype_i32,
43 .opt_i32 = { .min=0, .max=2, .clamp=1 },
44 .persistent = 1
45 });
46 }
47
48 #endif /* CONF_H */