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This resource applies a shader to the GTA world water. The Lua script shows how to use a timer to transfer the conventional water color setting to the shader.<br/>
This resource shows you how 'bounce' full screen effects using a render target pool. It uses the onClientHUDRender event to exclude the HUD from the effect.<br/>
This resource is only a tool, and doesn't do anything pretty. It shows a list of the current visible texture names, and highlights the selected texture. Ideal for finding a texture name to use with <ahref="/reference/engineApplyShaderToWorldTexture">engineApplyShaderToWorldTexture</a>.<br/><br/>
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num_8 shows/hides the texture list, num_7 and num_9 step through the list, and 'k' copies the current texture name to the clipboard.<br/>
This resource shows you how to do multiple passes in a shader, and input different variables to the vertex shader for each pass. Use the command /skidmarks 1-4 to see the different effects. (You have skid a car to see it!)<br/>
This resource applies a 'High Dynamic Range' contrast effect. It uses a 1 pixel render target to sample the whole scene, and then uses that to brighten or darken the next frame. So going into somewhere dark will automatically brighten the scene, and visa versa<br/>
This resource sort of looks a little bit like the GTAIV motion blur you get when you move the mouse quickly, or drive a fast car. The fast car effect is a bit more subtle than the screen shot would suggest, as it leaves the center of the screen nice and clear so you can see where you are going.<br/>
This resource draws a translucent effect as a shader layer. The first pass is done by GTA, and the vertex shader is only applied in the second to add the effect 'on top' of the standard output.<br/><br/>
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When the resource has started, use the 'm' key to see the shell effect.<br/>
This resource exports a 'dxDrawCircle' function for use in your own scripts.<br/><br/>
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Example resource calling dxDrawCircle function from shader_circle: <ahref="https://nightly.mtasa.com/files/shaders/circle_example.zip">circle_example.zip</a><br/>
This resource applies a shader to the GTA world water. The Lua script shows how to use a timer to transfer the conventional water color setting to the shader.<br/>
This resource shows you how 'bounce' full screen effects using a render target pool. It uses the onClientHUDRender event to exclude the HUD from the effect.<br/>
This resource is only a tool, and doesn't do anything pretty. It shows a list of the current visible texture names, and highlights the selected texture. Ideal for finding a texture name to use with <ahref="/reference/engineApplyShaderToWorldTexture">engineApplyShaderToWorldTexture</a>.<br/><br/>
748
+
num_8 shows/hides the texture list, num_7 and num_9 step through the list, and 'k' copies the current texture name to the clipboard.<br/>
This resource shows you how to do multiple passes in a shader, and input different variables to the vertex shader for each pass. Use the command /skidmarks 1-4 to see the different effects. (You have skid a car to see it!)<br/>
This resource applies a 'High Dynamic Range' contrast effect. It uses a 1 pixel render target to sample the whole scene, and then uses that to brighten or darken the next frame. So going into somewhere dark will automatically brighten the scene, and visa versa<br/>
This resource sort of looks a little bit like the GTAIV motion blur you get when you move the mouse quickly, or drive a fast car. The fast car effect is a bit more subtle than the screen shot would suggest, as it leaves the center of the screen nice and clear so you can see where you are going.<br/>
This resource draws a translucent effect as a shader layer. The first pass is done by GTA, and the vertex shader is only applied in the second to add the effect 'on top' of the standard output.<br/><br/>
800
+
When the resource has started, use the 'm' key to see the shell effect.<br/>
This resource exports a 'dxDrawCircle' function for use in your own scripts.<br/><br/>
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Example resource calling dxDrawCircle function from shader_circle: <ahref="https://nightly.mtasa.com/files/shaders/circle_example.zip">circle_example.zip</a><br/>
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