D3d10 Fivem -
return system end -- client/config.lua D3D10Config = { -- Feature flags enableBloom = true, enableMotionBlur = false, enableSSAO = true, enableFXAA = true, -- Quality settings renderScale = 1.0, -- Render scale (0.5-2.0) shadowResolution = 1024, textureFiltering = 16, -- Anisotropic filtering level
RegisterCommand("-bloom", function() SetSeethrough(false) Citizen.InvokeNative(0xBE3F7F0B, false) end, false) end) d3d10 fivem
ResetRenderTarget()
float4 PS_Bloom(float4 screenPos : SV_POSITION, float2 texCoord : TEXCOORD) : SV_Target { float4 original = SceneTexture.Sample(LinearSampler, texCoord); float4 bloom = 0; return system end -- client/config
-- Post-processing chain function d3d10.InitPostProcessing() local ppChain = { bloom = true, dof = false, colorGrading = true, vignette = 0.35 } return ppChain end enableMotionBlur = false
-- Register NUI callback for D3D10 rendering RegisterNUICallback('d3d10Render', function(data, cb) radar:Draw() cb({ok = true}) end) // d3d10_manager.cpp class D3D10Manager { private: ID3D10Device* device; ID3D10RenderTargetView* renderTarget; ID3D10Texture2D* backBuffer; public: void Cleanup() { if (renderTarget) { renderTarget->Release(); renderTarget = nullptr; } if (backBuffer) { backBuffer->Release(); backBuffer = nullptr; } if (device) { device->Release(); device = nullptr; } }
-- Particle system with D3D10 compute shaders function CreateParticleSystem(particleCount) local system = { count = particleCount, positions = {}, velocities = {}, life = {} }