uniform sampler2D texture0;
void main(void)
{
float opacity = texture2D(texture0, gl_TexCoord[0].xy ).a;
gl_FragColor = vec4(gl_Color.rgb,opacity) ;
}
uniform sampler2D texture0;
void main(void)
{
float opacity = texture2D(texture0, gl_TexCoord[0].xy ).a;
gl_FragColor = vec4(1.0,1.0,1.0,opacity) * gl_Color.rgba;
}
Thanks @Calgon.Everything is ok. It's better with the reflection of the girls on the floor.Did you disable the name of the girl and the card, when starting a new clip? Because it seems to me that they appeared in your previous version, whereas I did not see them, with this corrected version of your scene.Merci @Calgon.Tout est ok. C'est mieux avec la réflection des filles sur le plancher.Avez-vous désactivé le nom de la fille et de la carte, lors du début d'un nouveau clip ? Car il me semble qu'ils apparaissaient dans votre version précédente, alors que je n'en ai pas vu, avec cette version corrigée de votre scène.
Ok @Calgon.. Placing clipnamesprites in the code is bit of an art in itself.Fortunately @Wyldanimal has given us a means to keep clipnamesprites visiblepermanently while we work out where to place them on the screen...
Also.... some of the girls aren't on screen by the time their names would disappear.
I was the one that stumbled on it using the occluding shader along time ago. It was/is a great use for perminent model signs.
FG350 to FG356 use zoom animation on clips.That could be contributing to the stutter. I'll try to refrain from using model pos animation
gl_FragColor.a = (length(gl_FragColor.rgb)*1.0);
gl_FragColor.a = length ( vec3(1.0) - gl_FragColor.rgb );
Thanks @Calgon.Everything is ok. It's better with the reflection of the girls on the floor.Did you disable the name of the girl and the card, when starting a new clip? Because it seems to me that they appeared in your previous version, whereas I did not see them, with this corrected version of your scene.Merci @Calgon.Tout est ok. C'est mieux avec la réflection des filles sur le plancher.Avez-vous désactivé le nom de la fille et de la carte, lors du début d'un nouveau clip ? Car il me semble qu'ils apparaissaient dans votre version précédente, alors que je n'en ai pas vu, avec cette version corrigée de votre scène.
@EverthangForever
FG353 has some ***** stutter/slowdown but still is pretty cool. It's one of those scenes that reminds me of the 'Dr Strange' movie.😄 😎
FG354,356,and 357 has some ***** stutter.
@EverthangForever
FG353 has some ***** stutter/slowdown but still is pretty cool. It's one of those scenes that reminds me of the 'Dr Strange' movie.😄 😎
FG354,356,and 357 has some ***** stutter.
In the settingsWhat is the display frequency set to?
..."invert" each component by subtracting it from 1.0We should be able to put this one to great use , as we already do with the black areas to transparent
I tried simply animating the lake water but you can notice the outer edges slightly moving which in turn creates these fine noticeable lines.
Also in another scene that I am also working on I was wondering if I can change the background picture in a scene with another background picture while the scene is still active
Concerning the scenes FG362 and FG363 it happens often that the name of the girls as well as the titles exceed the frame, what makes that they are incomplete.@ComteDracula merci pour votre rapport.
.. need to be seriously looking at tweeking the actual shader code with many of these
difficult shaders, rather than just editing the scn code..
//Decrease or comment out to decrease/disable anti-aliasing (faster)
//#define AA_SCALE 2.0
//Comment out to disable lighting (faster)
//#define MODE_LIT
So I thought to share that ,by tweeking the .fsh code to remove unnecessary '#ifdef' a lot appears to be
/* #ifdef AA_SCALE
float done = 0.0;
for(float aaX = -AA_SCALE; aaX < AA_SCALE; aaX++) {
for(float aaY = -AA_SCALE; aaY < AA_SCALE; aaY++) {
uv = (2.0*(gl_FragCoord.xy + (vec2(aaX, aaY)/AA_SCALE)) - iResolution.xy) / iResolution.y;
dir = vec3(uv, -1);
#endif
*/
.......and
/* #ifdef MODE_LIT
color = color*7.0*dot(normalize(p-vec3(0,0,5)), estNormal(p));
#endif
*/
I still have small jerks on the FG361 scene. My GPU almost always stays around 100% usage with this scene.Regarding FG361 stutter for members such as @ComteDracula using 4K model's cards
/* #if 1
int AA = 3 ;
vec3 col = vec3(0.);
// anti-aliasing from https://www.shadertoy.com/view/Mss3R8
for( int j=0; j<AA; j++ )
for( int i=0; i<AA; i++ )
{
vec2 of = -0.5 + vec2( float(i), float(j) )/float(AA);
uv = (gl_FragCoord.xy+of)/iResolution.xy;
uv*=zoom;
uv.x-= zoom/2.;
uv.y -= zoom/2.;
col += iterate( uv, HAIR_DIST );
}
col /= float(AA*AA);
#else
*/
uv = gl_FragCoord.xy/iResolution.xy;
uv*=zoom;
uv.x-= zoom/2.;
uv.y -= zoom/2.;
vec3 col = iterate(uv, HAIR_DIST);
// #endif
gl_FragColor = vec4(col,1.0);
}
I was wondering if there is a way in the scenes to see briefly at the beginning of a new song, the title of the song and the name of the singer or band, which is playing, and which is added in the "musics" folder of the iStripper program?À l'époque de Virtuagirl, il était possible de déterminer les points d'entrée en millisecondes pour le son
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