using Robust.Shared; using Robust.Shared.Configuration; namespace Content.Shared._CP14.Configuration; [CVarDefs] public sealed class CP14ConfigVars : CVars { public static readonly CVarDef WaveShaderEnabled = CVarDef.Create("cp14_rendering.wave_shader_enabled", true, CVar.CLIENT | CVar.ARCHIVE); /// /// 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. /// public static readonly CVarDef PostProcess = CVarDef.Create("cp14_graphics.post_process", true, CVar.CLIENTONLY | CVar.ARCHIVE); }