// 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;
if (pDevice) { // Draw custom primitives, shaders, etc. pDevice->Release(); } d3d10 fivem
-- Use D3D10 structured buffers for GPU particles for i = 1, particleCount do system.positions[i] = vector3(0, 0, 0) system.velocities[i] = vector3(0, 0, 0) system.life[i] = 1.0 end // Simple gaussian blur sampling for (int x
-- Post-processing chain function d3d10.InitPostProcessing() local ppChain = { bloom = true, dof = false, colorGrading = true, vignette = 0.35 } return ppChain end y++) { float2 offset = float2(x
if D3D10Config.wireframeMode then Citizen.InvokeNative(0xDEADBEEF, 2) -- Set wireframe rasterizer end end -- client/radar.lua local radar = { enabled = false, size = 200, position = {x = 100, y = 100}, zoom = 0.5 } function radar:Draw() if not self.enabled then return end
-- Draw 3D lines using D3D10 primitives function Draw3DLine(startPos, endPos, color) local startScreen = World3dToScreen2d(startPos) local endScreen = World3dToScreen2d(endPos)