myShader = dxCreateShader( "Shader.fx" )
Texture = dxCreateTexture("Skin.png")
dxSetShaderValue(myShader, "Skin", Texture)
addEventHandler("onClientVehicleEnter", root,
function(thePlayer, seat)
local theVehicle = source
if seat == 0 and thePlayer == localPlayer then
engineApplyShaderToWorldTexture( myShader, "vehiclelightson128", theVehicle )
if ( isPedInVehicle ( thePlayer ) ) and ( getVehicleOverrideLights ( getPedOccupiedVehicle ( thePlayer ) ) ~= 2 ) then
setVehicleOverrideLights ( getPedOccupiedVehicle ( thePlayer ), 2 )
else
setVehicleOverrideLights ( getPedOccupiedVehicle ( thePlayer ), 1 )
end
end
end
)
texture gTexture;
technique hello
{
pass P0
{
Texture[0] = gTexture;
}
}