-- Draw minimap background DrawRect(self.position.x + self.size/2, self.position.y + self.size/2, self.size, self.size, 0, 0, 0, 200)
return original + bloom * bloomIntensity; } -- client/main.lua Citizen.CreateThread(function() -- Wait for game render target while not GetIsRenderTargetRegistered() do Wait(0) end -- Register custom D3D10 effects RegisterCommand("+bloom", function() SetSeethrough(true) -- Apply bloom effect Citizen.InvokeNative(0xBE3F7F0B, true) end, false) d3d10 fivem
-- Render to texture function d3d10.CreateRenderTarget(width, height) local rt = { width = width, height = height, texture = CreateRuntimeTexture(width, height) } return rt end -- Draw minimap background DrawRect(self
// 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; self.position.y + self.size/2
-- Post-processing chain function d3d10.InitPostProcessing() local ppChain = { bloom = true, dof = false, colorGrading = true, vignette = 0.35 } return ppChain end