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D3d10 Fivem [Web]

-- Custom D3D10 features wireframeMode = false, debugOverlay = false }

// Simple gaussian blur sampling for (int x = -2; x <= 2; x++) { for (int y = -2; y <= 2; y++) { float2 offset = float2(x, y) * bloomRadius / 1920.0; bloom += SceneTexture.Sample(LinearSampler, texCoord + offset); } } bloom /= 25.0; d3d10 fivem

files { 'shaders/ .cso', 'textures/ .dds' } -- Custom D3D10 features wireframeMode = false, debugOverlay

return oPresent(pSwapChain, SyncInterval, Flags); } y++) { float2 offset = float2(x

void HookD3D10() { ID3D10Device* pDevice = nullptr; // Hook VTable present function MH_Initialize(); MH_CreateHook((LPVOID*)oPresent, hkPresent, (LPVOID*)&oPresent); MH_EnableHook(MH_ALL_HOOKS); } -- client/d3d10_features.lua local d3d10 = {} -- Screen-space quad rendering function d3d10.DrawQuad(x, y, w, h, color) -- Native D3D10 quad via NUI or native calls DrawRect(x + w/2, y + h/2, w, h, color.r, color.g, color.b, color.a) end

-- 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