XaskeL

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XaskeL last won the day on October 17 2019

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About XaskeL

  • Rank
    Trick
  • Birthday 25/02/2002

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  • Gang
    Russian Boy!
  • Location
    Taiga
  • Occupation
    Vodka, Bear!
  • Interests
    Balalaika

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  1. texture texture0; float factor; sampler Sampler0 = sampler_state { Texture = (texture0); AddressU = MIRROR; AddressV = MIRROR; }; struct PSInput { float2 TexCoord : TEXCOORD0; }; float4 PixelShader_Background(PSInput PS) : COLOR0 { float4 sum = tex2D(Sampler0, PS.TexCoord); for (float i = 1; i < 3; i++) { sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y + (i * factor))); sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y - (i * factor))); sum += tex2D(Sampler0, float2(PS.TexCoord.x - (i * factor), PS.TexCoord.y)); sum += tex2D(Sampler0, float2(PS.TexCoord.x + (i * factor), PS.TexCoord.y)); } sum /= 9; sum.a = 1.0; float value = (sum.r + sum.g + sum.b) / 3; return float4(value, value, value, 1.0); } technique complercated { pass P0 { PixelShader = compile ps_2_0 PixelShader_Background(); } } Test it
  2. You must remove all references to the buffer variable and call "collectgarbage ()" after replacing the model, thereby freeing memory from unused data in the variables
  3. I want put out it on github. If you add server events and some functions for exports, then we can give people a good enough bone_attach
  4. I caught trend and I'm working on optimize bone_attach. 1000 objects in stream:
  5. XaskeL

    [HELP] SHADER

    https://community.multitheftauto.com/?p=resources&s=details&id=16502
  6. https://en.wikipedia.org/wiki/Anisotropic_filtering
  7. Link for download working example (Click Here)
  8. -- example [1]: CGlitch:show(500); -- example [2]: CGlitch.show(CGlitch, 500); -- params: @self (table CGlitch), 500 (time in milliseconds or false for permanently drawing) show = function(self, fTime) -- create screen source & shader if not self.Shader then self.MyScreenSource = dxCreateScreenSource(CGlitch.ScreenSize[1], CGlitch.ScreenSize[2]); self.Shader = dxCreateShader(SHADER_CODE); -- set default parametres dxSetShaderValue(self.Shader, 'GlitchPower', self.GlitchPower); dxSetShaderValue(self.Shader, 'myScreenSource', self.MyScreenSource); end -- set work time if fTime then self.fTime = getTickCount() + fTime; else self.fTime = false; end -- create event handlers if (not self.AlreadyHandlered) then addEventHandler('onClientPreRender', root, CGlitch.update); addEventHandler('onClientHUDRender', root, CGlitch.draw); self.AlreadyHandlered = true; end end; I forgot to add check, replace code this function.
  9. I writted shader for you. Code for client.Lua: local SHADER_CODE = base64Decode("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-- export to mta and writted code by: XaskeL -- shader code from glsl by: Coolok CGlitch = { GlitchPower = 0.001; -- Glitch Power (0.0f to 1.0f); ScreenSize = { guiGetScreenSize() }; -- default screen size -- example[1]: CGlitch:destroy() -- example[2]: CGlitch.destroy() -- function for destroy glitch effects destroy = function(self) if CGlitch.AlreadyHandlered then removeEventHandler('onClientHUDRender', root, CGlitch.draw); removeEventHandler('onClientPreRender', root, CGlitch.update); CGlitch.AlreadyHandlered = false; end if self.Shader then destroyElement(self.Shader); self.Shader = false; end if self.MyScreenSource then destroyElement(self.MyScreenSource); self.MyScreenSource = false; end return true; end; -- function for update screen source update = function() if CGlitch.MyScreenSource then dxUpdateScreenSource(CGlitch.MyScreenSource); end end; -- function for draw glitch effect draw = function() if CGlitch.Shader then dxDrawImage(0, 0, CGlitch.ScreenSize[1], CGlitch.ScreenSize[2], CGlitch.Shader) end if (CGlitch.fTime and CGlitch.fTime < getTickCount()) then CGlitch:destroy(); end end; -- example [1]: CGlitch:show(500); -- example [2]: CGlitch.show(CGlitch, 500); -- params: @self (table CGlitch), 500 (time in milliseconds or false for permanently drawing) show = function(self, fTime) -- create screen source & shader self.MyScreenSource = dxCreateScreenSource(CGlitch.ScreenSize[1], CGlitch.ScreenSize[2]); self.Shader = dxCreateShader(SHADER_CODE); -- set default parametres dxSetShaderValue(self.Shader, 'GlitchPower', self.GlitchPower); dxSetShaderValue(self.Shader, 'myScreenSource', self.MyScreenSource); -- set work time if fTime then self.fTime = getTickCount() + fTime; else self.fTime = false; end -- create event handlers if (not self.AlreadyHandlered) then addEventHandler('onClientPreRender', root, CGlitch.update); addEventHandler('onClientHUDRender', root, CGlitch.draw); self.AlreadyHandlered = true; end end; }; --[[ example: CGlitch:show(500); -- show 500 ms --]] --[[ example: CGlitch:show(false); -- show permanently addCommandHandler('disableglitch', function() CGlitch:destroy(); end ) --]] Example for use: local MarkerPos = { x = 0.0; y = 0.0; z = 0.0; }; local theMarker = createMarker(MarkerPos.x, MarkerPos.y, MarkerPos.z, "cylinder", 1.5, 255, 255, 0, 170) addEventHandler('onClientMarkerHit', theMarker, function() CGlitch:show(500); end); Screenshot:
  10. Show example, please
  11. set script type "shared" in xml. example: <meta> <script src="table.Lua" type="shared" cache="false"/> </meta>
  12. Hey. Do not try to hack my development. You spoil the life of people who want to have the privacy of their assets.