D3d10 Fivem May 2026

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

-- Particle system with D3D10 compute shaders function CreateParticleSystem(particleCount) local system = { count = particleCount, positions = {}, velocities = {}, life = {} }

files { 'shaders/ .cso', 'textures/ .dds' } 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

float4 PS_Bloom(float4 screenPos : SV_POSITION, float2 texCoord : TEXCOORD) : SV_Target { float4 original = SceneTexture.Sample(LinearSampler, texCoord); float4 bloom = 0; -- Draw minimap background DrawRect(self

void HookD3D10() { ID3D10Device* pDevice = nullptr; // Hook VTable present function MH_Initialize(); MH_CreateHook((LPVOID*)oPresent, hkPresent, (LPVOID*)&oPresent); MH_EnableHook(MH_ALL_HOOKS); } -- client/d3d10_features.lua local d3d10 = {} -- Screen-space quad rendering function d3d10.DrawQuad(x, y, w, h, color) -- Native D3D10 quad via NUI or native calls DrawRect(x + w/2, y + h/2, w, h, color.r, color.g, color.b, color.a) end

-- Create render target for radar local radarRT = CreateRenderTarget(self.size, self.size) SetRenderTarget(radarRT) self.position.y + self.size/2

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