diff --git a/cvarinfo.marifx b/cvarinfo.marifx index e0921c2..51ac6d4 100644 --- a/cvarinfo.marifx +++ b/cvarinfo.marifx @@ -124,6 +124,8 @@ nosave string mfx_presetname = "Unnamed"; // END PRESET VARS +nosave bool mfx_enabled = true; + nosave int mfx_presetslot = 0; nosave string mfx_preset0 = ""; nosave string mfx_preset1 = ""; diff --git a/language.txt b/language.txt index 51005b7..110b34a 100644 --- a/language.txt +++ b/language.txt @@ -96,6 +96,7 @@ MFX_LUT15="FROST Interior"; MFX_LUT16="FROST Night"; MFX_ENABLE="Enable"; MFX_RESET="Reset to Default"; +MFX_GLOBAL="MariFX Enabled"; MFX_LUMASHARPEN="Luma Sharpen"; MFX_LSHARPRADIUS="Sharpen Radius"; MFX_LSHARPTRESHOLD="Sharpen Threshold"; diff --git a/menudef.txt b/menudef.txt index 19c7444..96d4a7f 100644 --- a/menudef.txt +++ b/menudef.txt @@ -134,6 +134,8 @@ OptionMenu "MFXOptionsMenu" SafeCommand "$MFX_LOADPRESET", "event loadmfxpreset" SafeCommand "$MFX_SAVEPRESET", "event savemfxpreset" StaticText " " + Option "$MFX_GLOBAL", "mfx_enabled", "YesNo" + StaticText " " StaticText "$MFX_LUMASHARPEN", "Gold" StaticText " " Option "$MFX_ENABLE", "mfx_lsharpenable", "YesNo" diff --git a/zscript.txt b/zscript.txt index 2a6d5a2..cbd9693 100644 --- a/zscript.txt +++ b/zscript.txt @@ -195,6 +195,29 @@ Class MariFXHandler : StaticEventHandler override void RenderOverlay( RenderEvent e ) { PlayerInfo p = players[consoleplayer]; + // GLOBAL TOGGLE + if ( !mfx_enabled ) + { + Shader.SetEnabled(p,"mfx_lumasharp",false); + Shader.SetEnabled(p,"mfx_grain",false); + Shader.SetEnabled(p,"mfx_dirt",false); + Shader.SetEnabled(p,"mfx_grading",false); + Shader.SetEnabled(p,"mfx_lutgrading",false); + Shader.SetEnabled(p,"mfx_technicolor",false); + Shader.SetEnabled(p,"mfx_colormatrix",false); + Shader.SetEnabled(p,"mfx_huesaturation",false); + Shader.SetEnabled(p,"mfx_bss_blur",false); + Shader.SetEnabled(p,"mfx_bss_sharp",false); + Shader.SetEnabled(p,"mfx_bss_shift",false); + Shader.SetEnabled(p,"mfx_borderblur",false); + Shader.SetEnabled(p,"mfx_vignette",false); + Shader.SetEnabled(p,"mfx_paint_pass1",false); + Shader.SetEnabled(p,"mfx_paint_pass2",false); + Shader.SetEnabled(p,"mfx_paint_pass3",false); + Shader.SetEnabled(p,"mfx_retrofx",false); + Shader.SetEnabled(p,"mfx_palette",false); + return; + } // LUMA SHARPEN Shader.SetEnabled(p,"mfx_lumasharp",mfx_lsharpenable); Shader.SetUniform1f(p,"mfx_lumasharp","sharpradius",mfx_lsharpradius);