vec3 camUp = vec3(0.0,cos(angle),sin(angle));could that be a float 'angle' conversion to a vec incompatibility ?
@ComteDracula - I do have an NVIDIA GEForce GTX 1060 3GB graphics card Driver version 471.96 on my PC.C'est déroutant. Votre vghd.log avant dit seulement Intel graphiques
2021-09-08T22:42:23 fullscreen: [NodeAnimation::set] WARNING[Unknown curve pingpong for node ]
2021-09-08T22:42:25[] WARNING[QOpenGLShader::compile(Fragment): ERROR: 4:56: texture : no matching overloaded function found (using implicit conversion)
ERROR: 4:56: texture : function is not known
ERROR: 4:56: xyz : field selection requires structure, vector, or matrix on left hand side
ERROR: 4:187: rayMarch : no matching overloaded function found (using implicit conversion)
ERROR: 4:187: rayMarch : function is not known
ERROR: 4:186: assign : cannot convert from const mediump float to FragColor 4-component vector of mediump float]
2021-09-08T22:42:25[] WARNING[*** Problematic Fragment shader source code ***
return
texture(iChannel0, reflect(dir, normal).xy).xyz * Specular+
(Specular*specular)*LightColor+(diffuse*Diffuse)*(LightColor*color) +
(Specular*specular2)*LightColor2+(diffuse2*Diffuse)*(LightColor2*color);
gl_FragColor = rayMarch(camPos, rayDir, gl_FragCoord.xy );
precision mediump float;but remove it for iStripper
no Precision specified for Float
rayMarch: no matching overloaded function found (using implicit conversion)
vec4 rayMarch(in vec3 from, in vec3 dir, in vec2 pix) {
// Add some noise to prevent banding
gl_FragColor = rayMarch(camPos, rayDir, gl_FragCoord );
gl_FragColor = rayMarch(camPos, rayDir, gl_FragCoord.xy );
/////////////////////////////////////////////////////////////
//
// A scene set in a hotel reception.
// This version simply has has one performer.
//
/////////////////////////////////////////////////////////////
text: TheEmu = Misc - 00 - Description.txt
/////////////////////////////////////////////////////////////
// The girls.
clip {
id : Girl-1
allow : pole
deny : accessories, top, table, cage, inout
}
clip {
id : Girl-2
deny : accessories, pole, top, table, cage, inout
}
/////////////////////////////////////////////////////////////
// The general setting.
texture {
id : Setting
size : 1920, 1080
source : Images/Hotel Lobby A.png
}
//////////////////////////////////////////////////////////////
// The clips for the girls are first rendered into separate
// framebuffers as that makes the subsequent manipulation
// used to create the their shadows somewhat easier. These
// buffers have been set to our nominal screen size.
framebuffer {
id : Girl-1xx
size : 1920, 1080
clipSprite {
source : Girl-1
pos : 720, 1000
scale : -1, 1, 1
standingHeight : 450
}
}
framebuffer {
id : Girl-2xx
size : 1920, 1080
clipSprite {
source : Girl-2
pos : 1340, 1050
scale : -1, 1, 1
standingHeight : 470
}
}
//////////////////////////////////////////////////////////////
// The shadows for Girls. For this shadow a large shear factor
// is used so this shadow is at an angle. The shader's hotspot
// parameter is used so that the "fixed point" of the shear is
// at the base of the pole in any poledance clipsprite.
framebuffer {
id : Girl-1-with-Shadow
size : 1920, 1080
node {
pos : 960, 540
sprite {
source : Girl-1xx
color : 0, 0, 0
opacity : 0.80
uniform : Emu_Shadow_blur, float, 2.5
uniform : Emu_Shadow_shear, vec2, 0.5, 0.0
uniform : Emu_Shadow_scale, vec2, 1.0, -0.03
uniform : Emu_Shadow_hotspot, vec2, 0.0, 0.93333333
shader : fragment, Shaders/TheEmuLib.Emu_Shadow.A.1.fsh
}
sprite {
source : Girl-1xx
}
}
}
framebuffer {
id : Girl-2-with-Shadow
size : 1920, 1080
node {
pos : 960, 540
sprite {
source : Girl-2xx
color : 0, 0, 0
opacity : 0.8
uniform : Emu_Shadow_blur, float, 2.5
uniform : Emu_Shadow_shear, vec2, 0.5, 0.0
uniform : Emu_Shadow_scale, vec2, 1.0, -0.03
uniform : Emu_Shadow_hotspot, vec2, 0.0, 0.9755555
shader : fragment, Shaders/TheEmuLib.Emu_Shadow.A.1.fsh
}
sprite {
source : Girl-2xx
}
}
}
/////////////////////////////////////////////////////////////
camera {
// Set up the camera.
type : 3D
angle : 45
pos : 0, 0, 1300
// // Recentre and move in.
//
// animate : 30, forward, linear, pos, 250, 0, -300
// animate : 30, forward, linear, target, 250, 0, -300
// The scene's setting as a background.
sprite {
pos : 0, 0
hotspot : 0.5, 0.5
source : Setting
size : 1920, 1080
blend : false
}
// The main performers.
sprite {
source : Girl-1-with-Shadow
}
sprite {
source : Girl-2-with-Shadow
}
// The foreground.
sprite {
pos : 0, 0
hotspot : 0.5, 0.5
source : Setting
size : 1920, 1080
blend : true
}
// The performers names.
clipNameSprite {
pos : -240, 300
hotspot : 0.5, 0.5
scale : 0.5, 0.5
source : Girl-1
}
clipNameSprite {
pos : 400, 300
hotspot : 0.5, 0.5
scale : 0.5, 0.5
source : Girl-2
}
}
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