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Shaders

Using Shaders SDK

WARNING

Before using the SDK you need to instantiate it using sdk_init::shaders() - example provided on this page

Shaders Functions

cpp
enum world_circle_style : int
{
    normal = 0,
    rgb,
};

virtual void draw_shadow_circle( const math::vector2& pos, float radius, color clr = {}, float blur = 0.11f ) = 0;
virtual void draw_world_circle( const math::vector3& pos, float radius, float thickness, color clr, shaders_sdk::world_circle_style style = normal ) = 0;
virtual void draw_world_circle_filled( const math::vector3& pos, float radius, color clr ) = 0;
virtual void draw_world_segment( const math::vector3& start, const math::vector3& end, float thickness, color clr, uint8_t rounding_style ) = 0;
virtual void draw_percentage_circle( const math::vector2& pos, float radius, float thickness, float percent, color clr ) = 0;
virtual std::shared_ptr<shaders_sdk_vision_manager> get_vision_manager( int team_id ) = 0;
virtual void draw_vision_texture( color clr, void* texture ) = 0;
virtual void draw_world_circle_segment( const math::vector3& pos, float radius, float thickness, float start, float end, color clr, shaders_sdk::world_circle_style style = normal ) = 0;
virtual void draw_world_circle_segment( const math::vector3& pos, float radius, float thickness, const math::vector3& pos2, float radius2, color clr, shaders_sdk::world_circle_style style = normal ) = 0;
virtual void draw_filled_world_segment( const math::vector3& start, const math::vector3& end, float thickness, color clr, uint8_t rounding_style, float center_alpha ) = 0;
enum world_circle_style : int
{
    normal = 0,
    rgb,
};

virtual void draw_shadow_circle( const math::vector2& pos, float radius, color clr = {}, float blur = 0.11f ) = 0;
virtual void draw_world_circle( const math::vector3& pos, float radius, float thickness, color clr, shaders_sdk::world_circle_style style = normal ) = 0;
virtual void draw_world_circle_filled( const math::vector3& pos, float radius, color clr ) = 0;
virtual void draw_world_segment( const math::vector3& start, const math::vector3& end, float thickness, color clr, uint8_t rounding_style ) = 0;
virtual void draw_percentage_circle( const math::vector2& pos, float radius, float thickness, float percent, color clr ) = 0;
virtual std::shared_ptr<shaders_sdk_vision_manager> get_vision_manager( int team_id ) = 0;
virtual void draw_vision_texture( color clr, void* texture ) = 0;
virtual void draw_world_circle_segment( const math::vector3& pos, float radius, float thickness, float start, float end, color clr, shaders_sdk::world_circle_style style = normal ) = 0;
virtual void draw_world_circle_segment( const math::vector3& pos, float radius, float thickness, const math::vector3& pos2, float radius2, color clr, shaders_sdk::world_circle_style style = normal ) = 0;
virtual void draw_filled_world_segment( const math::vector3& start, const math::vector3& end, float thickness, color clr, uint8_t rounding_style, float center_alpha ) = 0;