Shader
 
texture iTexture;
technique drawTexture {
pass P0 {
   Texture[0] = iTexture;
}
}
 Kliens oldal 
local screenWidth, screenHeight = guiGetScreenSize()
local shader3D = dxCreateShader(\"files/shaders/default.fx\")
bindKey(\"m\", \"down\", function()
showCursor(not isCursorShowing())
end)
addEventHandler(\"onClientRender\", root, function()
if isCursorShowing() then
   local cursorX, cursorY = getCursorPosition()
   cursorX, cursorY = cursorX*screenWidth, cursorY*screenHeight
   local rectRotX = -(cursorX-screenWidth/2)/80
   local rectRotY = (cursorY-screenHeight/2)/50
   local drawSurface = dxCreateRenderTarget(screenWidth, screenHeight, true)
   dxSetShaderValue(shader3D, \"iTexture\", drawSurface)
   dxSetRenderTarget(drawSurface, true)
   dxDrawRectangle(screenWidth/2-320, screenHeight/2-200, 640, 376, tocolor(21, 25, 27, 255))
   dxDrawRectangle(screenWidth/2-320, screenHeight/2-200+376, 640, 24, tocolor(0, 0, 0, 255))
   dxDrawRectangle(screenWidth/2-320+10, screenHeight/2-200+10, 309, 50, (isCursorInPosition(screenWidth/2-320+10, screenHeight/2-200+10, 309, 50)