D3d10 Fivem [patched] -
-- Draw player blips using D3D10 primitives local playerPos = GetEntityCoords(PlayerPedId()) for _, blip in ipairs(GetAllBlips()) do local blipPos = GetBlipCoords(blip) local relativeX = (blipPos.x - playerPos.x) * self.zoom + self.size/2 local relativeY = (blipPos.y - playerPos.y) * self.zoom + self.size/2 DrawRect(self.position.x + relativeX, self.position.y + relativeY, 5, 5, 255, 0, 0, 255) end
-- Draw with custom pixel shader function d3d10.DrawWithShader(shaderName, vertices, texture) -- Load compiled .cso shader local shader = LoadShader(shaderName .. ".cso") SetShader(shader) SetShaderTexture(texture) DrawPrimitive(vertices) ResetShader() end // bloom_effect.hlsl - Pixel shader for bloom Texture2D SceneTexture : register(t0); SamplerState LinearSampler : register(s0); cbuffer BloomParams : register(b0) { float bloomIntensity; float bloomRadius; float2 padding; }; d3d10 fivem
-- Post-processing chain function d3d10.InitPostProcessing() local ppChain = { bloom = true, dof = false, colorGrading = true, vignette = 0.35 } return ppChain end -- Draw player blips using D3D10 primitives local
ResetRenderTarget()