clip {
id: Clip
deny: table, behindtable, fronttable, inout, cage, top
}
////////////////////////////////////////////////////////////////////////////////
texture {
id: Feedback
source: Empty.psd
// Empty source
}
texture {
id: Feedback2
source: Empty2.psd
// Empty source
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: FeedbackBuffer
pos: 1920, 1080
size: 3840, 2160
sprite {
opacity: 1
hotspot: 0.5, 0.499
size: 3840, 2160
source: Feedback
color : 0.5, 0.5, 1.0 // Debug - using blue to mark stuff from a "Feedback" buffer
blend: false
}
}
framebuffer
{
id: FeedbackBuffer2
pos: 1920, 1080
size: 3840, 2160
sprite {
opacity: 1
scale: 1.01, 1.01
//hotspot: 0.5, 0.5
size: 3840, 2160
source: Feedback2
color : 0.5, 0.5, 1.0 // Debug - using blue to mark stuff from a "Feedback" buffer
blend: false
}
}
framebuffer
{
id: fb2
pos: 1920, 1080
size: 3840, 2160
clipSprite {
source: FeedbackBuffer
blend: true
}
clipSprite {
pos: 0, 1080
standingHeight: 1800
source: Clip
blend: true
}
}
framebuffer
{
id: fb3
pos: 1920, 1080
size: 3840, 2160
clipSprite {
source: FeedbackBuffer2
blend: true
}
clipSprite {
pos: 0, 1080
standingHeight: 1800
source: Clip
blend: true
}
}
framebuffer
{
id: fbClip
pos: 1920, 1080
size: 3840, 2160
clipSprite {
pos: 0, 1080
standingHeight: 1800
source: Clip
blend: true
}
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: Dust
source: fb2
shader: fragment, Dust.fsh
color: 1.0, 0.5, 0.5 // Debug - anything from Dust is redish
}
framebuffer
{
id: Dust2
source: fb3
shader: fragment, spin.fsh
color: 0.5, 1.0, 0.5 // Debug - anything from Dust2 is greenish
}
////////////////////////////////////////////////////////////////////////////////
camera {
type : 2D
pos : 1920, 1080
size : 3840, 2160
sprite {
size: 3840, 2160
// For debugging use one of these simple sources to see
// what each input to the shader would be by itself.
// source: Dust
// source: Dust2
// source: fbClip
// and comment out the rest, including the shader line.
source: fbClip, 0
source: Dust, 1
source: Dust2, 2
shader: Combine-Dusty2a.fsh
}
}
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
varying vec4 gl_TexCoord[];
void main(void)
{
vec4 Clip = texture2D(texture0, gl_TexCoord[0].xy);
vec4 Dust = texture2D(texture1, gl_TexCoord[0].xy);
vec4 Dust2 = texture2D(texture2, gl_TexCoord[0].xy);
gl_FragColor = mix ( Dust2, Dust, Clip.a ) * gl_Color;
// gl_FragColor = Clip; // Debugging options
// gl_FragColor = Dust; // Debugging options
// gl_FragColor = Dust2; // Debugging options
}
int Gi1 = float(ColorPack0*256);
int Gi1 = int(float(ColorPack0*256.0));
int Gi1 = int(ColorPack0*256.0);
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