local SHADER_CODE = [===[
float3 g_f3Color = (float3)0.0;
struct PSInput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
float4 PixelShaderFunction ( PSInput PS ) : COLOR0
{
return float4( g_f3Color, 1.0 - PS.TexCoord.x );
};
technique
{
pass P0
{
PixelShader = compile ps_2_a PixelShaderFunction();
}
}
]===];
local _dxDrawRectangle = dxDrawRectangle;
local g_pShader = dxCreateShader( SHADER_CODE );
function dxDrawRectangle( fX, fY, fWidth, fHeight, pColor, bPostGUI, bLerpAlpha )
if ( not bLerpAlpha ) then
_dxDrawRectangle( fX, fY, fWidth, fHeight, pColor, bPostGUI );
else
dxSetShaderValue( g_pShader, "g_f3Color", pColor );
dxDrawImage( fX, fY, fWidth, fHeight, g_pShader, 0, 0, 0, -1, bPostGUI );
end
end;
addEventHandler( "onClientRender", root, function ( )
dxDrawRectangle( 600, 400, 256, 256, { 0, 0, 0 }, false, true );
end );
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