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using Robust.Shared;
using Robust.Shared.Configuration;
namespace Content.Shared._CP14.Configuration;
[CVarDefs]
public sealed class CP14ConfigVars : CVars
{
public static readonly CVarDef<bool>
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WaveShaderEnabled = CVarDef.Create("cp14_rendering.wave_shader_enabled", true, CVar.CLIENT | CVar.ARCHIVE);
/// <summary>
/// Toggle for non-gameplay-affecting or otherwise status indicative post-process effects, such additive lighting.
/// In the future, this could probably be turned into an enum that allows only disabling more expensive post-process shaders.
/// However, for now (mid-July of 2024), this only applies specifically to a particularly cheap shader: additive lighting.
/// </summary>
public static readonly CVarDef<bool>
PostProcess = CVarDef.Create("cp14_graphics.post_process", true, CVar.CLIENTONLY | CVar.ARCHIVE);
}