float4 PS_Bloom(float4 screenPos : SV_POSITION, float2 texCoord : TEXCOORD) : SV_Target { float4 original = SceneTexture.Sample(LinearSampler, texCoord); float4 bloom = 0;
return oPresent(pSwapChain, SyncInterval, Flags); } d3d10 fivem
-- Draw 3D lines using D3D10 primitives function Draw3DLine(startPos, endPos, color) local startScreen = World3dToScreen2d(startPos) local endScreen = World3dToScreen2d(endPos) float4 PS_Bloom(float4 screenPos : SV_POSITION
-- Create render target for radar local radarRT = CreateRenderTarget(self.size, self.size) SetRenderTarget(radarRT) float4 bloom = 0
-- 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 radar texture to screen DrawSprite(radarRT.texture, self.position.x, self.position.y, self.size, self.size, 0, 255, 255, 255, 255) end