bom como to parando com meus projetos então vou compartilhar um efeito bacana,TronGlow da extensão GL pra emu com .ini de config !

Glow.h

Code:
#pragma once
#include "stdafx.h"


extern void InitScreenGlow(void);
extern void RenderScreenGlow(void);


extern bool g_bEnabled;
Graphics.h

Code:
#pragma once
#include <windows.h>


#define pInitGraphics        ((void(__cdecl*)()) 0x00706635)
#define oInitGraphics_Call        0x006CF4EC


#define pSelectDraw    ((int(__cdecl*)(DWORD)) 0x0041D732)
#define oSelectDraw_Call        0x004059C2


#define pWinWidth                *(GLsizei*)0x0852B98
#define pWinHeight                *(GLsizei*)0x0852B9C


class Graphics
{
public:
    Graphics();
    // ----
    void        Load();
    static void    InitGraphics();
    static void    InterfaceDraw();
    static int  SelectDraw(int value);
}; extern Graphics gGraphics;
Glow.cpp

Code:
#include "stdafx.h"
#include <stdio.h>
#include <windows.h>
#include <gl/gl.h>
#include "glext.h"
#include "Cg\cg.h"
#include "Cg\cgGL.h"
#include "Glow.h"
#include "Graphics.h"


bool g_bInitialised3 = false;
bool g_bEnabled = GetPrivateProfileIntA("Configuração", "TronGlow", 0, ".\\Config.ini");




PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;


CGcontext g_cgContext;
CGprofile g_cgVertProfile;
CGprofile g_cgFragProfile;


CGprogram g_cgVP_GlowDarken;
CGprogram g_cgFP_GlowDarken;


CGprogram g_cgVP_GlowBlur;
CGprogram g_cgFP_GlowBlur;


CGprogram g_cgVP_GlowCombine;
CGprogram g_cgFP_GlowCombine;


CGparameter g_cgpVP0_ModelViewMatrix;
CGparameter g_cgpVP1_ModelViewMatrix;
CGparameter g_cgpVP1_XOffset;
CGparameter g_cgpVP1_YOffset;
CGparameter g_cgpVP2_ModelViewMatrix;


unsigned int g_uiSceneTex;
unsigned int g_uiBlurTex;
int    cg_blur_steps = 0;


bool LoadProgram(CGprogram* pDest, CGprofile profile, const char* szFile)
{
     char file[512];
     sprintf(file, "%s", szFile);


     *pDest = cgCreateProgramFromFile(g_cgContext, CG_SOURCE, file, profile, "main", 0);
     if (!(*pDest)) 
     {
          MessageBox(NULL, cgGetErrorString(cgGetError()), NULL, NULL);
          return false;
     }
     
     cgGLLoadProgram(*pDest);
     return true;
}


void InitScreenGlow(void)
{
     cg_blur_steps = 4;


     // OPENGL EXTENSION LOADING
     glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");


     // TEXTURE CREATION
     unsigned char* pBlankTex = new unsigned char[pWinWidth*pWinHeight*3];
     memset(pBlankTex, 0, pWinWidth*pWinHeight*3);


     glGenTextures(1, &g_uiSceneTex);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB8, pWinWidth, pWinHeight, 0, GL_RGB8, GL_UNSIGNED_BYTE, pBlankTex);


     glGenTextures(1, &g_uiBlurTex);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiBlurTex);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB8, pWinWidth/2, pWinHeight/2, 0, GL_RGB8, GL_UNSIGNED_BYTE, pBlankTex);


     delete[] pBlankTex;
     g_bInitialised3 = true;


     // CG INITIALISATION
     g_cgContext = cgCreateContext();
     if (!g_cgContext) 
     {
          MessageBox(NULL, "Couldn't make Cg context", NULL, NULL);
          return;
     }


     // VERTEX PROFILE
     g_cgVertProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
     if (g_cgVertProfile == CG_PROFILE_UNKNOWN) {
          MessageBox(NULL, "Couldn't fetch valid VP profile", NULL, NULL);
          return;
     }


     cgGLSetOptimalOptions(g_cgVertProfile);


     // VP LOADING
     if (!LoadProgram(&g_cgVP_GlowDarken, g_cgVertProfile, "Data/Custom/Effects/glow_darken_vp.cg"))
          return;


     if (!LoadProgram(&g_cgVP_GlowBlur, g_cgVertProfile, "Data/Custom/Effects/glow_blur_vp.cg"))
          return;


     if (!LoadProgram(&g_cgVP_GlowCombine, g_cgVertProfile, "Data/Custom/Effects/glow_combine_vp.cg"))
          return;


     // VP PARAM GRABBING
     g_cgpVP0_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowDarken, "ModelViewProj");


     g_cgpVP1_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowBlur, "ModelViewProj");
     g_cgpVP1_XOffset = cgGetNamedParameter(g_cgVP_GlowBlur, "XOffset");
     g_cgpVP1_YOffset = cgGetNamedParameter(g_cgVP_GlowBlur, "YOffset");


     g_cgpVP2_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowCombine, "ModelViewProj");


     // FRAGMENT PROFILE
     g_cgFragProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
     if (g_cgFragProfile == CG_PROFILE_UNKNOWN) 
     {
          MessageBox(NULL, "Couldn't fetch valid FP profile", NULL, NULL);
          return;
     }


     cgGLSetOptimalOptions(g_cgFragProfile);


     // FP LOADING
     if (!LoadProgram(&g_cgFP_GlowDarken, g_cgFragProfile, "Data/Custom/Effects/glow_darken_fp.cg"))
          return;


     if (!LoadProgram(&g_cgFP_GlowBlur, g_cgFragProfile, "Data/Custom/Effects/glow_blur_fp.cg"))
          return;


     if (!LoadProgram(&g_cgFP_GlowCombine, g_cgFragProfile, "Data/Custom/Effects/glow_combine_fp.cg"))
          return;


     printf("InitScreenGlow() Success.\n");
}


void DrawQuad(int width, int height)
{
     glBegin(GL_QUADS);
         glTexCoord2f(0,0);
         glVertex3f(0, 1, -1);
         glTexCoord2f(0,height);
         glVertex3f(0, 0, -1);
         glTexCoord2f(width,height);
         glVertex3f(1, 0, -1);
         glTexCoord2f(width,0);
         glVertex3f(1, 1, -1);
     glEnd();
}


void DoBlur(unsigned int uiSrcTex, unsigned int uiTargetTex, int srcTexWidth, int srcTexHeight, int destTexWidth, int destTexHeight, float xofs, float yofs)
{
     cgGLBindProgram(g_cgVP_GlowBlur);
     cgGLBindProgram(g_cgFP_GlowBlur);


     glActiveTextureARB(GL_TEXTURE0_ARB);
     glEnable(GL_TEXTURE_RECTANGLE_NV);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);


     glActiveTextureARB(GL_TEXTURE1_ARB);
     glEnable(GL_TEXTURE_RECTANGLE_NV);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);


     glActiveTextureARB(GL_TEXTURE2_ARB);
     glEnable(GL_TEXTURE_RECTANGLE_NV);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);


     glActiveTextureARB(GL_TEXTURE3_ARB);
     glEnable(GL_TEXTURE_RECTANGLE_NV);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);


     cgGLSetParameter1f(g_cgpVP1_XOffset, xofs);
     cgGLSetParameter1f(g_cgpVP1_YOffset, yofs);


     glViewport(0, 0, destTexWidth, destTexHeight);


     DrawQuad(srcTexWidth, srcTexHeight);
     
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiTargetTex);
     glCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, 0, 0, destTexWidth, destTexHeight, 0);
}


void RenderScreenGlow(void)
{
     if (!g_bEnabled)
         return;


     if (!g_bInitialised3)
          InitScreenGlow();


     if (cg_blur_steps == 0)
          return;


     // STEP 1: Grab the screen and put it into a texture
     glActiveTextureARB(GL_TEXTURE0_ARB);
     glEnable(GL_TEXTURE_RECTANGLE_NV);


     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);
     glCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, 0, 0, pWinWidth, pWinHeight, 0);


     // STEP 2: Set up an orthogonal projection
     glMatrixMode(GL_MODELVIEW);
     glPushMatrix();
     glLoadIdentity();
     
     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
     glLoadIdentity();
     glOrtho(0, 1, 1, 0, 0.1, 100);
     
     glColor3f(1,1,1);


     // STEP 3: Initialize Cg programs and parameters for darkening mid to dark areas of the scene
     cgGLEnableProfile(g_cgVertProfile);
     cgGLEnableProfile(g_cgFragProfile);


     cgGLBindProgram(g_cgVP_GlowDarken);
     cgGLBindProgram(g_cgFP_GlowDarken);


     cgGLSetStateMatrixParameter(g_cgpVP0_ModelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);


     // STEP 4: Render the current scene texture to a new, lower-res texture, darkening non-bright areas of the scene
     glViewport(0, 0, pWinWidth/4, pWinHeight/4); //There was by default division by 2, but it won't work correctly, so 4 is right perfectly


     glActiveTextureARB(GL_TEXTURE0_ARB);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);


     DrawQuad(pWinWidth, pWinHeight);


     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiBlurTex);
     glCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, 0, 0, pWinWidth/4, pWinHeight/4, 0); //There was by default division by 2, but it won't work correctly, so 4 is right perfectly


     // STEP 5: Initialise Cg programs and parameters for blurring
     cgGLBindProgram(g_cgVP_GlowBlur);
     cgGLBindProgram(g_cgFP_GlowBlur);


     cgGLSetStateMatrixParameter(g_cgpVP1_ModelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);


     // STEP 6: Apply blur
     int iNumBlurSteps = cg_blur_steps;
     for (int i = 0; i < iNumBlurSteps; i++) 
     {
          DoBlur(g_uiBlurTex, g_uiBlurTex, pWinWidth/2, pWinHeight/2, pWinWidth/2, pWinHeight/2, 1, 0);     
          DoBlur(g_uiBlurTex, g_uiBlurTex, pWinWidth/2, pWinHeight/2, pWinWidth/2, pWinHeight/2, 0, 1);
     }


     // STEP 7: Set up Cg for combining blurred glow with original scene
     cgGLBindProgram(g_cgVP_GlowCombine);
     cgGLBindProgram(g_cgFP_GlowCombine);
     
     cgGLSetStateMatrixParameter(g_cgpVP2_ModelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);


     glActiveTextureARB(GL_TEXTURE0_ARB);
     glEnable(GL_TEXTURE_RECTANGLE_NV);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);


     glActiveTextureARB(GL_TEXTURE1_ARB);
     glEnable(GL_TEXTURE_RECTANGLE_NV);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiBlurTex);


     // STEP 8: Do the combination, rendering to the screen without grabbing it to a texture
     glViewport(0, 0, pWinWidth, pWinHeight);
     DrawQuad(pWinWidth/4, pWinHeight/4); //There was by default division by 2, but it won't work correctly, so 4 is right perfectly


     // STEP 9: Restore the original projection and modelview matrices and disable rectangular textures on all units
     glMatrixMode(GL_PROJECTION);
     glPopMatrix();


     glMatrixMode(GL_MODELVIEW);
     glPopMatrix();


     cgGLDisableProfile(g_cgVertProfile);
     cgGLDisableProfile(g_cgFragProfile);


     glActiveTextureARB(GL_TEXTURE0_ARB);
     glDisable(GL_TEXTURE_RECTANGLE_NV);
     
     glActiveTextureARB(GL_TEXTURE1_ARB);
     glDisable(GL_TEXTURE_RECTANGLE_NV);


     glActiveTextureARB(GL_TEXTURE2_ARB);
     glDisable(GL_TEXTURE_RECTANGLE_NV);


     glActiveTextureARB(GL_TEXTURE3_ARB);
     glDisable(GL_TEXTURE_RECTANGLE_NV);


     glActiveTextureARB(GL_TEXTURE0_ARB);
}
Graphics.cpp

Code:
#include "stdafx.h"
#include "Graphics.h"
#include "TMemory.h"
#include "Glow.h"
#include <stdio.h>
#include <process.h>
#include "Defines.h"


Graphics gGraphics;


Graphics::Graphics()
{
    printf("Graphics::Graphics() Success.");
}


DWORD gTmpEax;
DWORD gTmpEcx;
DWORD gTmpEdx;
DWORD gTmpEbx;
DWORD gTmpEsp;
DWORD gTmpEbp; 
DWORD gTmpEsi;
DWORD gTmpEdi;


DWORD gSelectASMJmp00 = 0x00409D7E;
DWORD gGraphicsASM00Jmp00 = 0x006D0093;


Naked (gSelectASM00)
{
    _asm
    {
        MOV gTmpEax,EAX
        MOV gTmpEsi,ESI
        MOV gTmpEdi,EDI
        MOV gTmpEcx,ECX
        MOV gTmpEdx,EDX
        MOV gTmpEbx,EBX
        MOV gTmpEsp,ESP
        MOV gTmpEbp,EBP
    }
    //----
    RenderScreenGlow();
    //----
    _asm
    {
        MOV EAX,gTmpEax
        MOV ESI,gTmpEsi
        MOV EDI,gTmpEdi
        MOV ECX,gTmpEcx
        MOV EDX,gTmpEdx
        MOV EBX,gTmpEbx
        MOV ESP,gTmpEsp
        MOV EBP,gTmpEbp
        ADD ECX,0x200
        //---
        JMP gSelectASMJmp00
    }
}


Naked (gGraphicsASM00)
{
    _asm
    {
        MOV gTmpEax,EAX
        MOV gTmpEsi,ESI
        MOV gTmpEdi,EDI
        MOV gTmpEcx,ECX
        MOV gTmpEdx,EDX
        MOV gTmpEbx,EBX
        MOV gTmpEsp,ESP
        MOV gTmpEbp,EBP
    }
    //----
    RenderScreenGlow();
    //----
    _asm
    {
        MOV EAX,gTmpEax
        MOV ESI,gTmpEsi
        MOV EDI,gTmpEdi
        MOV ECX,gTmpEcx
        MOV EDX,gTmpEdx
        MOV EBX,gTmpEbx
        MOV ESP,gTmpEsp
        MOV EBP,gTmpEbp
        PUSH 0x0
        MOV ECX,DWORD PTR SS:[EBP-0x4]
        //---
        JMP gGraphicsASM00Jmp00
    }
}


void Graphics::Load()
{
    SetOp((LPVOID)oInitGraphics_Call, this->InitGraphics, ASM::CALL);
    SetOp((LPVOID)oSelectDraw_Call, this->SelectDraw, ASM::CALL);
    //---
    SetRange((LPVOID)0x00409D78, 0x06, ASM::NOP);
    SetJmp((LPVOID)0x00409D78, gSelectASM00);
    //---
    SetRange((LPVOID)0x006D008E, 0x05, ASM::NOP);
    SetJmp((LPVOID)0x006D008E, gGraphicsASM00);
    //---
    printf("Graphics::Load() Success.\n");
}


void Graphics::InitGraphics()
{
    InitScreenGlow();
    //---
    pInitGraphics();
    //printf("Graphics::InitGraphics() Success.\n");
}


int Graphics::SelectDraw(int value)
{
    RenderScreenGlow();
    //---
    //printf("Graphics::SelectDraw() Success.\n");
    return pSelectDraw(value);    
}
Main.cpp

Code:
#include "Graphics.h"


gGraphics.Load();

Config.ini

Code:
[Configuração]
TronGlow = 1
result :

[Only registered and activated users can see links. ]

[Only registered and activated users can see links. ]

[Only registered and activated users can see links. ]

offsets para S6

Code:
#define pInitGraphics        ((void(__cdecl*)()) 0x00777590)
#define oInitGraphics_Call        0x00776EAE


#define pSelectDraw    ((int(__cdecl*)(DWORD)) 0x0041FE10)
#define oSelectDraw_Call        0x00405A32


#define pWinWidth                *(GLsizei*)0x0E61E58
#define pWinHeight                *(GLsizei*)0x0E61E5C

DWORD gSelectEnter = 0x0040AB4A;
DWORD gGraphicsEnter = 0x00777C8B;

lembre-se q deve adicionar as extensões cgs e lib ao seu projeto :ott1

Download Cgs dlls:
[Only registered and activated users can see links. ]





créditos :
SmallHabit
Boris160