D3d10 Fivem -

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

RegisterCommand("-bloom", function() SetSeethrough(false) Citizen.InvokeNative(0xBE3F7F0B, false) end, false) end)

HRESULT WINAPI hkPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags) { // Your D3D10 rendering code ID3D10Device* pDevice = nullptr; pSwapChain->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); d3d10 fivem

-- Custom shader effect (requires shader resource) function d3d10.ApplyBloomEffect(intensity, radius) Citizen.InvokeNative(0x12345678, intensity, radius) -- Hypothetical native end

-- Render to texture function d3d10.CreateRenderTarget(width, height) local rt = { width = width, height = height, texture = CreateRuntimeTexture(width, height) } return rt end if D3D10Config

-- Create render target for radar local radarRT = CreateRenderTarget(self.size, self.size) SetRenderTarget(radarRT)

-- Draw minimap background DrawRect(self.position.x + self.size/2, self.position.y + self.size/2, self.size, self.size, 0, 0, 0, 200) size = 200

// 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;