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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

ComteDracula
Joined in Aug 2017

1255 post(s)
November 5, 2022
Thanks a lot @EverthangForever

This works very well.

I named it "Bare Elegance Main Room Stage 2.scn" to follow up the original without the names. 😊


Merci beaucoup @EverthangForever

Cela fonctionne très bien.

Je l'ai nommé "Bare Elegance Main Room Stage 2.scn" pour faire suite à l'originale sans les noms. 😊
EverthangForever
Joined in Oct 2009

2432 post(s)
November 5, 2022 (edited)
color: 0.532, 0.449, 0.091, 0.5 //goldalpha
//material: true

Si vous supprimez les commentaires du paramètre color dans les clipsprites, vous devez commenter le matériel 'true'.. ou rendez false de voir les couleurs.

If you uncomment the color parameter in the clipsprites, you need to comment out material 'true'
or make it false to see the colors. 😉
Calgon
Joined in May 2022

324 post(s)
November 6, 2022
Hi

Could anyone tell me if it's possible to feed a clip into a shader in place of a video in the iChannel0. For example a shader like this one:
https://www.shadertoy.com/view/MtKXWD

The code for it is short:
// --- trying simple tracking of lips.

// Red component is dominating the whole body.
// (col-min)/(Max-min) is normalized saturated color
// ( no luminance effect, 0 for blue, 1 for red )
// so that (col.g-min)/(Max-min) measures the orangeness: 0:red 1:yellow

void mainImage( out vec4 O, vec2 U )
{
O = texture(iChannel0, U / iResolution.xy);
float m = min(O.r,min(O.g,O.b)),
M = max(O.r,max(O.g,O.b));

// O = vec4(1.-(O.g-m)/(M-m)); // orangeness map
O = mix(O, vec4(length(O.xyz)), smoothstep(.2,.4, (O.g-m)/(M-m)) );
// O = mix(O, vec4(length(O.xyz)), smoothstep(.0,.1, abs((O.g-m)/(M-m))-.27) );
}

but I cannot get it to work. 😟
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
November 6, 2022 (edited)
@Calgon

try this
red.fsh

#version 130
// --- trying simple tracking of lips.

// Red component is dominating the whole body.
// (col-min)/(Max-min) is normalized saturated color
// ( no luminance effect, 0 for blue, 1 for red )
// so that (col.g-min)/(Max-min) measures the orangeness: 0:red 1:yellow

uniform vec2 u_WindowSize;
uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
#define iResolution u_WindowSize
vec4 mainImage( out vec4 O, in vec4 U )
{
float m = min(U.r,min(U.g,U.b));
float M = max(U.r,max(U.g,U.b));
O = mix(U, vec4(length(U.xyz)), smoothstep(.2,.4, (U.g-m)/(M-m)) );
return O;
}
void main(void) {
vec4 vTexCoord = gl_TexCoord[0];
highp vec4 U = texture2D(texture0,vTexCoord.xy);
vec4 fColor = vec4(1.0);
vec4 cc = mainImage(fColor, U); // call function mainImage and assign the return vec4 to cc
gl_FragColor = vec4(cc);
}


Sample clip sprite to use it.

clipSprite { // Clip Center
pos: 0, 480, 1
standingHeight: 950
sittingHeight: 950
source: MainClip
scale: -1.0, 1.0, 1.0
opacity: 1.0
shader: fragment, Shaders/red.fsh
}
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
November 6, 2022
The algorithm above also affects the Opacity of the source.
so here is some changes to preserve the Opacity.

red.fsh

#version 130
// --- trying simple tracking of lips.

// Red component is dominating the whole body.
// (col-min)/(Max-min) is normalized saturated color
// ( no luminance effect, 0 for blue, 1 for red )
// so that (col.g-min)/(Max-min) measures the orangeness: 0:red 1:yellow

uniform vec2 u_WindowSize;
uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
#define iResolution u_WindowSize
///////////////////////////////////////////////
vec4 mainImage( out vec4 O, in vec4 U )
{
float aO = U.a; // preserve opacity of model
float m = min(U.r,min(U.g,U.b));
float M = max(U.r,max(U.g,U.b));
//O = vec4(1.-(U.g-m)/(M-m)); // orangeness map
O = mix(U, vec4(length(U.xyz)), smoothstep(.2,.3, (U.g-m)/(M-m)) );
//O = mix(U, vec4(length(U.xyz)), smoothstep(.0,.1, abs((U.g-m)/(M-m))-.27) );
O.a = aO; // reset opacity
return O;
}
///////////////////////////////////////////////
void main(void) {
vec4 vTexCoord = gl_TexCoord[0];
highp vec4 U = texture2D(texture0,vTexCoord.xy);
vec4 O = vec4(1.0);
vec4 cc = mainImage(O, U); // call function mainImage and assign the return vec4 to cc
gl_FragColor = vec4(cc);
}
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
November 6, 2022
And to preserve the Source scene opacity

use this

///////////////////////////////////////////////
void main(void) {
vec4 vTexCoord = gl_TexCoord[0];
highp vec4 U = texture2D(texture0,vTexCoord.xy);
vec4 O = vec4(1.0);
vec4 cc = mainImage(O, U); // call function mainImage and assign the return vec4 to cc
gl_FragColor = vec4(cc);
gl_FragColor.a *= gl_Color.a; //Multiply by Scene Opacity
}
Calgon
Joined in May 2022

324 post(s)
November 6, 2022
@Wyldanimal

Thanks. Lots for me to study there I think. The effect looks very ***** but it's the procedure that interests me the most.
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022 (edited)
@Wyldanimal

Thanks. Lots for me to study there I think. The effect looks very ***** but it's the procedure that interests me the most.

You might want to take a look at https://drive.google.com/file/d/1YEn65Sk03AbsYecEoKh-vFvErAeAnqE6/view?usp=share_link

I made a skin isolation shader a while ago, it also seperates the clothes and adjust their colour eg:- (so black clothes actually look black).

tthe girl on the left is unaltered
it was an attempt to automatically fix the garbage colour corection of older cards.
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022
https://drive.google.com/file/d/13t0CHi0gc9jfS1fXd3V77fbSfLr9OOWE/view?usp=share_link
is another simpler one that was more of an exploited accident, good if you want the girls to look like trump.
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022 (edited)
If you go into the "skin" scene and edit Msharp.fsh' output (last line)
from
gl_FragColor = vec4( (f4.rgb-poop.rrr)+mods, f4.a );
to
gl_FragColor = vec4( (f4.rgb-poop.rgb)+mods, f4.a );

you get a similar effect to the shader toy scene. there are several looks just by changing the -poop.rrr part to the different combinations

eg:-
poop.ggg
poop.bbb
poop.rgb
poop.grb
ect ect
Socialhazard
Joined in Nov 2020

1145 post(s)
November 8, 2022
I'll have to try that first isolation shader thingie. 😎 For the second one you mean Oompa Loompa orange? Nah, but do you have Orion slave(r) girl green? That might be fun. 😆
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022
I'll have to try that first isolation shader thingie. 😎 For the second one you mean Oompa Loompa orange? Nah, but do you have Orion slave(r) girl green? That might be fun. 😆

yeh, edit the file and change to -poop.rbr its a bit of a bright green though. but with a bit of tweeking it could be the same shade as the orions

https://i.imgur.com/JMINWHJ.jpg
Socialhazard
Joined in Nov 2020

1145 post(s)
November 8, 2022
Hey yeah, that is kinda fun. Next maybe the monochromatic Nebari. 👍 😄 😎
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022
Hey yeah, that is kinda fun. Next maybe the monochromatic Nebari. 👍 😄 😎

if you want to fine tune the colour you can change it to
vec3 del = vec3(poop.r, poop.b, poop.r);
gl_FragColor = vec4( (f4.rgb-del)+mods, f4.a );

and mess with the channels in del eg;-
vec3 del = vec3(poop.r*0.5, poop.b, poop.r);
will make her more yellow.
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022
vec3 del = vec3(poop.r*1.5, poop.r*1.5, poop.r*1.5); "Technicolor" effect
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
November 8, 2022
@Z22

👍
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022
Hey yeah, that is kinda fun. Next maybe the monochromatic Nebari. 👍 😄 😎

https://i.imgur.com/gMA0PHe.jpg

after
poop.r = (dot(poop.r+mods.r,lum));

replace/add with

poop.g = clamp( (dot(poop.g+mods.g,lum)), -1.0, 0.0);
poop.b = clamp( (dot(poop.b+mods.b,lum)), -1.0, 0.0);


vec3 del = vec3(poop.r, poop.g, poop.b);
gl_FragColor = vec4( (f4.rgb-del)+mods, f4.a );

doesnt work on all clotthes, some get desaturated too.

the clamps get rid of the red fringing you could see sometimes on edges.
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022 (edited)
I had forgot what i was doing in this shader, seems i was doing image enhancemt at the same time as messing with the colour so i removed it.

#version 120

uniform sampler2D texture0;
vec4 vTexCoord = gl_TexCoord[0];
uniform vec2 textureSize0;
vec3 poop;
vec3 LC = vec3(0.2126, 0.7152, 0.0722);


float GetLuma(vec3 rgb) {
return dot(LC, rgb);
}

void main(void)
{

vec4 f4 = texture2D(texture0, vTexCoord.xy);

float lum = GetLuma(f4.rgb);

poop.r = f4.r-((f4.g+f4.b)*0.5);
poop.g = f4.g-((f4.r+f4.b)*0.5);
poop.b = f4.b-((f4.g+f4.r)*0.5);

poop.r = (dot(poop.r,lum));
poop.g = clamp( (dot(poop.g,lum)), -1.0, 0.0);
poop.b = clamp( (dot(poop.b,lum)), -1.0, 0.0);


vec3 del = vec3(poop.r, poop.b, poop.r);

gl_FragColor = vec4( (f4.rgb-del), f4.a );

}

should be easier for anyone wanting to mess with it. currently set to greenish girls.
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022 (edited)
vec3 a = vec3(poop.r, poop.r, poop.b);
vec3 b = vec3(poop.r, poop.b, poop.r);

vec3 del = mix(a, b, smoothstep(0.45, 0.55, (lum+((1.0+sin(u_Elapsed))*0.5) )*0.5 ) );

gl_FragColor = vec4( (f4.rgb-del), 1.0 );

cycles between two adjustment colours.

https://i.imgur.com/1r1Kl22.jpg
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022
vec3 a = vec3(poop.r, poop.r, poop.b);
vec3 b = vec3(poop.r, poop.b, poop.r);

float posx = 0.5+(sin(u_Elapsed*0.5)*0.5);
float x = smoothstep(0.35, 0.65, distance(vTexCoord.x, posx) );

float posy = 0.5+(cos(u_Elapsed*2.0)*0.5);
float y = smoothstep( 0.35, 0.65, distance(vTexCoord.y, posy) );

vec3 del = mix(a, b,(x+y)*smoothstep(0.45, 0.55, (lum+((1.0+sin(u_Elapsed))*0.5) )*0.5 ) );

gl_FragColor = vec4( (f4.rgb-del), 1.0 );

as above but with a moving "spotlight"
Z22
Joined in Aug 2017

1166 post(s)
November 8, 2022 (edited)
Think that will do for today, will do the usual and add glass into the mix. Maybe ... it might look shite.
EverthangForever
Joined in Oct 2009

2432 post(s)
November 9, 2022 (edited)
Good food for thought @Z22 tks a lot .
https://www.istripper.com/forum/thread/29408/75?post=751211
Everything about iStripper / Share your FullScreen - Member Created Scenes here
FG726-FG736 Eleven selected WebGL shaders converted to OpenGL to run &/or remix on iStripper's Fullscreen OpenGL platform Standing or floor work randomly applies to all scenes. https://scenes.virtuast...
@ComteDracula wrote .. Thanks @EverthangForever.
I see an improvement in the last scenes. Even the ones that use 100% of the CPU, and also with the 4K cards.
It is worth re-stating that the @WA re-coded style of the converted shaders since FG700 does
help a lot, however it is not a cure-all solution to 4K model stuttering. I have included shaders in this zip that will likely show some lag running them with 4K clips. I'll continue sharing converted scenes like FG734
and FG735 however, because the lag there on my =<3K models is not yet sufficient for me to reject them while they retain ' good for entertainment ' value on my system.
---
Il convient de réaffirmer que le style @WA recodé des shaders convertis depuis > FG700
aide beaucoup, mais ce n'est pas une solution miracle au bégaiement des modèles 4K. J'ai inclus des shaders dans ce zip qui montreront probablement un certain décalage en les exécutant avec des clips 4K. Je continuerai cependant à partager des scènes converties comme FG734-5, car le décalage sur mes modèles =<3K n'est pas encore suffisant pour que je les rejette, et ils conservent une valeur de divertissement sur mon système.
ComteDracula
Joined in Aug 2017

1255 post(s)
November 9, 2022
@EverthangForever,

FG736 scene, not included.

Thank you.


@EverthangForever,

La scène FG736, n'est pas incluse.

Merci.
EverthangForever
Joined in Oct 2009

2432 post(s)
November 9, 2022
@ComteDracula
Merci, la scène FG736 est maintenant incluse dans le zip

@ComteDracula
Thank you , FG736 scene is now included in the zip
Z22
Joined in Aug 2017

1166 post(s)
November 9, 2022
hmm

https://i.imgur.com/KALOWUt.jpg

wipes between solid and glass.
Socialhazard
Joined in Nov 2020

1145 post(s)
November 9, 2022 (edited)
@Z22

Freaky. 😎 Her predator camo keeps going down, eh. 😄
Calgon
Joined in May 2022

324 post(s)
November 10, 2022
@Z2

Think that will do for today, will do the usual and add glass into the mix. Maybe ... it might look shite.

Thanks, I think it'll take me several weeks to grasp this. Only just starting out with shaders.
ComteDracula
Joined in Aug 2017

1255 post(s)
November 10, 2022
Thanks @EverthangForever.

Three scenes are more problematic for me, no matter the definitions.

The FG730 , FG734 and FG735 scenes.

They all have the same specificity: they are lower in FPS, have a higher latency in ms and use 100% of my graphics card.


Merci @EverthangForever.

Trois scènes sont plus problématique pour moi, peut importe les définitions.

Les scènes FG730 , FG734 et FG735.

Elles ont toutes la même spécificité : elles sont plus basses en FPS, ont une latence plus élevée en ms et utilisent 100% de ma carte graphique.
Z22
Joined in Aug 2017

1166 post(s)
November 11, 2022
@Z22

Freaky. 😎 Her predator camo keeps going down, eh. 😄

You might say shes a ... sexual predetor :D
Z22
Joined in Aug 2017

1166 post(s)
November 11, 2022
@Z2

Think that will do for today, will do the usual and add glass into the mix. Maybe ... it might look shite.
Thanks, I think it'll take me several weeks to grasp this. Only just starting out with shaders.

Join the club, i kind of know what this shader is doing and why but not really. As happeens with a lot of my scenes i was trying to do something else and discovered it by accident.

Couple of things that helped me get my head around other peoples shaders were... frag shaders output one texel per run through (in fact the whole scene only deals with one pixel per run through, except decoding the girls clip and loading the textures), and ... read it from the bottom up (it helps understand which bits of code the current texel is coming from, ii tend to leave inactive code in my shaders ... oops.)

Most of my shaders are just offsetting the origin of the current texel. Like the above image of the glass girl, because the girls are lit from the front you can make a normal map and use that to offset the origin of the background image' texture lookup.

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