dxCreateShader
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This function creates a shader element that can be used in the dxDraw functions. Successful shader creation is not guaranteed unless the Effect File contains a fallback technique which will work on every existing PC.
It is highly recommended that dxSetTestMode is used when writing and testing scripts using dxCreateShader.
OOP Syntax Help! I don't understand this!
- Constructor: DxShader(...)
Syntax
element, string dxCreateShader ( string filepath / string raw_data, unknown ped, unknown vehicle, unknown object, unknown other, unknown all", [ float priority = 0, float maxDistance = 0, bool layered = false, string elementTypes = "world ] )Required Arguments
- filepath / string raw_data: MISSING_PARAM_DESC
- ped: MISSING_PARAM_DESC
- vehicle: MISSING_PARAM_DESC
- object: MISSING_PARAM_DESC
- other: MISSING_PARAM_DESC
- all": MISSING_PARAM_DESC
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.
- priority (default: 0): If more than one shader is matched to a world texture, the shader with the highest priority will be used. If there is more than one shader with the same highest priority, the most recently created shader is used.
- maxDistance (default: 0): If non-zero, the shader will be applied to textures nearer than maxDistance only. This can speed up rendering, but (to look good) may require the shader to fade out it's own effect as the texture reaches maxDistance.
- layered (default: false): When set to true, the shader will be drawn in a separate render pass. Several layered shaders can be drawn on the same world texture. (To avoid Z fighting artifacts, you may have to add DepthBias=-0.0002; to the technique pass, but this might cause visual artifacts when applied on vehicles)
- elementTypes (default: "world): A comma seperated list of element types to restrict this shader to. Valid element types are: world - Textures in the GTA world ped - Player and ped textures vehicle - Vehicles textures object - Objects textures other - Element textures which are not peds, vehicles or objects all - Everything
Returns
- element: value1
- string: value2
element: A shader element if successful, false if invalid arguments were passed to the function. You should always check to see if this function has returned false. string: The name of the technique that will be used.
Code Examples
addEventHandler( "onClientRender", root, function() if myShader then dxDrawImage( 100, 350, 300, 350, myShader ) end end)
-- Use 'toggle' command to switch shader on and offaddCommandHandler( "toggle", function() if not myShader then myShader = dxCreateShader( "fancything.fx" ) -- Create shader else destroyElement( myShader ) -- Destroy shader myShader = nil end end)See Also
Drawing Functions
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawModel3D
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsFormat
- dxGetPixelsSize
- dxGetStatus
- dxGetTextSize
- dxGetTexturePixels
- dxGetTextWidth
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetShaderValue
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource