#version 120
uniform sampler2D texture0; //random picture starting point 1
uniform sampler2D texture1; //static buffer
vec4 vTexCoord = gl_TexCoord[0];
vec3 outp;
void main(void)
{
vec4 In = texture2D(texture0, vTexCoord.xy);
vec4 SB = texture2D(texture1, vTexCoord.xy);
if (SB.r == 1.0 && SB.g == 1.0 && SB.b == 1.0 && SB.a == 1.0)
{
outp.rgb = In.rgb;
}
gl_FragColor = vec4(outp.rgb , 1.0);
}
else
{
outp.rgb = SB.rgb;
}
float rand(vec4 co) {
return fract(sin(dot(co.xyzw ,vec4(12.9898,78.233, 45.8438, 100.0)*fract(iTime))) * (43758.5453*fract(itime)));
}
Won't that change on every frame/pixel ?
Only if it is your Loop.
It is is joust at the top then it becomes static.
Call the function one time before entering the loop.
sprite
{
source: ST01, 0
source: ST02, 1
source: StaticBuffer, 2
shader: Rnd_01.fsh
}
#version 120
uniform sampler2D texture0; //Random Surfaces
uniform sampler2D texture1; //Random Greys
uniform sampler2D texture2; //static buffer
vec4 vTexCoord = gl_TexCoord[0];
vec3 outp;
void main(void)
{
//vec4 Pc1 = texture2D(texture0, vec2(0.0, 0.0));
//vec4 Rn = texture2D(texture2, vTexCoord.xy);
// if (Rn.r == 1.0 && Rn.g == 1.0 && Rn.b == 1.0 && Rn.a == 1.0)
// {
outp.rgb = texture2D(texture1, vec2(0.0, 0.0)).rgb;
// }
gl_FragColor = vec4(outp.rgb , 1.0);
}
Simple oversight
uniform sampler2D texture0; //Random Surfaces
uniform sampler2D texture1; //Random Greys
vec4 texture2D_Fract(sampler2D sampler,vec2 P) {return texture2D(sampler,fract(P));}
vec4 texture2D_Fract(sampler2D sampler,vec2 P, float Bias) {return texture2D(sampler,fract(P),Bias);}
#define texture2D texture2D_Fract
#define texture2D texture2D_Fract
Just needed to add this:
#define texture2D texture2D_Fract
(Whatever that is)
its all just a masking..
Is it possible to calculate the size from the bottom up
Is it possible to calculate the size from the bottom up
#version 120
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float u_Elapsed;
varying vec4 gl_TexCoord[];
//varying vec4 gl_TextureMatrix[];
float weight=0.14767;
// changes and additions by WyldAnimal of the totem occluding.fsh shader used
// here to make a static color clip name.
uniform float set_r; //
uniform float set_g; //
uniform float set_b; //
uniform float delay_time;
//uniform vec3 set_cols;
void main(void)
{
vec4 vTexCoord = gl_TexCoord[0];
vec4 occluding = texture2D(texture0, vec2(vTexCoord.x , vTexCoord.y )) ;
float save_alpha = occluding.a;
float fade_again = 4.;
if (u_Elapsed < delay_time ){
occluding.a = u_Elapsed - delay_time;
}
gl_FragColor = vec4(set_r,set_g,set_b,occluding.a);
if (vTexCoord.y > 0.63){
vec4 black = vec4 (0.);
gl_FragColor = black;
}
}
uniform vec2 u_WindowSize;
Are there any scenes that play only table poses at a particular sittingHeight? Or only play standing/pole poses at a particular standingHeight? If not, how would I write a scene clause that does that? I know how to edit scene cards, and I've made a very basic black-screen scene of my own, but I don't know how to tell a scene to play table poses at x height.
Also, can a .scn file filter out cards to play, or do I have to use the disable features in iStripper to do that before I launch the scene?
Yes, there are many such scenes. In fact almost every scene. There are relatively few scenes (though they are not rare) that allow both table and non-table clips for a particular place in the scene and, as far as I am aware every use of a clip has has an appropriate standingHeight or sittingHeight clause.
clip {
id: Clip
//allow: table, pole
deny: top, inout, cage
nameGlowColor: 0, 1, 1
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1272
clipSprite {
pos: 0, 205, 700
sittingHeight: 290
standingheight: 365
resolution: 20
scale: -1.0, 1.0
source: Clip
}
}
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