frosbite Posted March 21, 2014 Share Posted March 21, 2014 Hi! my question is: how to get pink color of smokes? i have this http://prntscr.com/32q59j smoke.lua local disablingSmokeKey = "F10" local smoke, tec = dxCreateShader("smoke.fx") function enablesmoke() engineApplyShaderToWorldTexture(smoke, "*smoke*") end function disablesmoke() engineRemoveShaderFromWorldTexture(smoke, "*smoke*") end addEventHandler("onClientResourceStart", resourceRoot, function() outputChatBox("#FFFFFFResource #FF0000'" .. getResourceName(getThisResource()) .. "'#FFFFFF To Disable Smoke press (F10)#FFFFFF!", 255, 255, 255, true ) enablesmoke() enabledSmoke = true end) bindKey(disablingSmokeKey, "down", function() if enabledSmoke then disablesmoke() outputChatBox("#666666The smoke was turned #FF0000off#666666!", 255, 255, 255, true) enabledSmoke = false else enablesmoke() outputChatBox("#666666The smoke was turned #00FF00on#666666!", 255, 255, 255, true) enabledSmoke = true end end) -- The Body. Author: FornetGear© smoke.fx #include "mta-helper.fx" sampler Sampler0 = sampler_state { Texture = (gTexture0); MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; struct VSInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float4 Diffuse : COLOR5; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR5; float2 TexCoord : TEXCOORD0; }; PSInput VertexShaderFunction(VSInput VS) { PSInput PS = (PSInput)0; PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); PS.TexCoord = VS.TexCoord; PS.Diffuse = MTACalcGTABuildingDiffuse( VS.Diffuse ); return PS; } float4 PixelShaderFunction(PSInput PS) : COLOR0 { float4 texel = tex2D(Sampler0, PS.TexCoord); float3 pixel = texel.rgb; float4 diffuse = PS.Diffuse; float intensity = diffuse.r * 0.2126 + diffuse.g * 0.7152 + diffuse.b * 0.0722; if ( intensity <= 0.05 ) pixel *= 0.1; else if ( intensity <= 0.5 ) pixel *= 0.35; else if ( intensity <= 0.95 ) pixel *= 0.7; return float4(pixel.rgb, texel.a); } technique smoke { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } } Link to comment
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