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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

EverthangForever
Joined in Oct 2009

2459 post(s)
November 21, 2022
vec2 Offset = vec2(0.27) / textureSize0; //vec2(1.0)
I settled for a rubbed in oily look without da cellulite..LoL
Z22
Joined in Aug 2017

1166 post(s)
November 21, 2022

lol, orange peal skin. ewww
Z22
Joined in Aug 2017

1166 post(s)
November 21, 2022 (edited)
https://drive.google.com/file/d/1WFir0UH28j2amw2fXhpp8A2GqvBAI0TX/view?usp=share_link

Swirl moving background generator from picture. If it looks cak rerun it or press the down key to swap scene (only works if this is the only one enabled)

If you use it yourself keep the swirl sprite as the last one in the camera node or it wont work. (uses the undocumented feature aka bug that give us a permant buffer)
Z22
Joined in Aug 2017

1166 post(s)
November 21, 2022
https://i.imgur.com/2wBmTPn.jpg

Getting a bit vomiit inducing now ...
Socialhazard
Joined in Nov 2020

1150 post(s)
November 21, 2022
😄 👍 😎
EverthangForever
Joined in Oct 2009

2459 post(s)
November 21, 2022 (edited)
Tks for the great Swirl.fsh. hours of fun for a DJ-VJ at the laundromat 😉👍
Z22
Joined in Aug 2017

1166 post(s)
November 22, 2022
Tks for the great Swirl.fsh. hours of fun for a DJ-VJ at the laundromat 😉👍

Or if he wants to hypnitise all the girls and make therm do the funky chicken.
Z22
Joined in Aug 2017

1166 post(s)
November 22, 2022
Especially if you ***** and blend it.

#version 120
//By Z22

uniform sampler2D texture0;//feedback
vec2 vTexCoord = gl_TexCoord[0].xy;
vec3 LC = vec3(0.2126, 0.7152, 0.0722);//correct


float GetLuma(vec3 rgb) {
//return (rgb.r*rgb.g*rgb.b);
return dot(LC, rgb);
}


void main(void)
{

vec4 G = texture2D ( texture0, vTexCoord.xy ) ;
vec4 IG = texture2D ( texture0, vec2(1.0-vTexCoord.x, vTexCoord.y) ) ;

vec3 outp = mix(G.rgb , IG.rgb, smoothstep(0.4, 0.6, (GetLuma(G.rgb)+1.0-GetLuma(IG.rgb))*0.5 ) );

gl_FragColor = vec4(outp.rgb, 1.0);

}
Socialhazard
Joined in Nov 2020

1150 post(s)
November 26, 2022
@Z22 @EverthangForever

Awesome work. 👍 😎

@ComteDracula

Hope your feeling better. 😀
EverthangForever
Joined in Oct 2009

2459 post(s)
November 26, 2022
Thank you @Socialhazard
Get well soon @ComteDracula

Merci @Socialhazard
Récupérer bientôt @ComteDracula
ComteDracula
Joined in Aug 2017

1266 post(s)
November 26, 2022
Thank you both.

The worst part for me is over. 😊

The only thing left is my wife, who still has some recovering to do.

I am taking good care of her and she is getting better every day.


Merci à vous deux.

Le pire pour moi est passé. 😊

Il ne reste que ma femme, qui a encore à récupérer.

Je m'occupe bien d'elle et elle reprend du mieux de jour en jour.
ComteDracula
Joined in Aug 2017

1266 post(s)
November 29, 2022
@EverthangForever

I checked your FG751-FG761 scenes

They all work well for me in all definitions.

There is one that is borderline The FG758, but still works well
FPS : 47
FPS 99% : 36,
Render Latency : 60.5-62 ms
GPU : 100%,

I noticed that there is no information logo for the FG738A scene, which says FG738 instead.
There is also an error for the scene FG755, which points to the information logo FG756.

For my part I corrected it on the .scn page by writing the correct number, as the FG755 image is present.

Thanks again. 😊


@EverthangForever

J'ai vérifié vos scènes FG751-FG761

Elles fonctionnent toutes bien pour moi dans toutes les définitions.

Il y en a une qui est limite La FG758, mais qui fonctionne bien tout de même
FPS : 47
FPS 99% : 36,
Render Latency : 60.5-62 ms
GPU : 100%,

J'ai remarqué qu'il n'y avait pas de logo d'information pour la scène FG738A, qui indique plutôt FG738.
Il y a aussi une erreur pour la scène FG755, qui pointe vers le logo d'information FG756.

Pour ma part je l'ai corrigé sur la page .scn en écrivant le bon chiffre, car l'image FG755 est présente.

Encore merci. 😊
EverthangForever
Joined in Oct 2009

2459 post(s)
November 29, 2022
@ComteDracula
https://scenes.virtuastripper.net/ET_FractalGarden751-761.zip
inclut maintenant vos mises à jour corrigées pour les informations FG738A et FG755
Ravi de vous revoir. Merci beaucoup.
--
now includes your corrected updates for FG738A and FG755 info
Good to see you back. Thanks a lot.
ComteDracula
Joined in Aug 2017

1266 post(s)
December 2, 2022
Thanks @EverthangForever.

Only the FG766 scene is hard on my graphics card.

The FG764 scene is at times depending on the complexity of the graphics, which can sometimes reach 100% of my GPU, but this is not constant.

The other scenes work just fine. 😊


Merci @EverthangForever.

Seule la scène FG766 est difficile au niveau de ma carte graphique.

La scène FG764 l'est par moment selon la complexité du graphisme, qui peut atteindre parfois 100% de mon GPU, mais ce n'est pas constant.

Les autres scènes fonctionnent très bien. 😊
EverthangForever
Joined in Oct 2009

2459 post(s)
Calgon
Joined in May 2022

355 post(s)
December 7, 2022 (edited)
Thanks @EverthangForever more psychedelic utopia 👍

The more recent shader conversions are now run in frame buffers
to allow easy mixing of another shader in da sprite post camera node 😉

Can you explain that so that a noob would understand, please
EverthangForever
Joined in Oct 2009

2459 post(s)
December 7, 2022 (edited)
Sure... If you look at the code for FG780 you will see there is a shader by fre3k called ShareXMod01.fsh.
It is being rendered in a framebuffer node. This shader has been altered by making it's black parts
transparent . I've called it 's render output Torus2
Further down the .scn code after ( and in ) the camera node there is a quad node ( a simple rectangle of
length by width) which uses a shader by D4v1D called Water Condensation on GlassMod01.fsh
This serves as a backdrop . The first 'ShareX' shader with its transparent bits, can now be made to appear
further down to that , in the code (as a sprite Torus2) so that it overlaps the 'water condensation' one,
giving a mixed effect to the whole scene.
EverthangForever
Joined in Oct 2009

2459 post(s)
December 7, 2022 (edited)
Here is another example you can try with FG775
For FG775 alter the code of its primary shader
ronwnor/sort of domain coloringMod01.fsh
so that the black becomes transparent in the .fsh
by adding a gl_FragColor.a entry as the last line
gl_FragColor = vec4(cc) * gl_Color;
gl_FragColor.a = length(gl_FragColor.rgb);//<-here
}
Then you can 'underlay' this Torus2 sprite derivative in the .scn of FG775
with a background shader eg: 'bubbles_DMod01.fsh' taken from FG748

framebuffer {
id: Torus2
source: Torus
size: 1920, 1080
shader: fragment, Shaders/ronwnor/sort of domain coloringMod01.fsh
}

framebuffer {
id: Clipx
size: 960, 540
source: Clip
}

camera {
type: 3D
angle: 45
pos: 0, 0, 1272

quad {
size: 1920, 1080
pos: 0, 0, 0
shader: fragment, Shaders/auurora/bubbles_DMod01.fsh
}
sprite {
source: Torus2
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
scale: 1.0, -1.0
}
Similarly you can make the white in any different shader transparent by
adding a gl_Fragcolor.a entry in the .fsh code as below:
Remember to layer something under the shader, or you will just see black there..
gl_FragColor = vec4(cc) * gl_Color; // set the pixel to the value of vec4 cc
gl_FragColor.a = length ( vec3(1.0) - gl_FragColor.rgb ); // <--here
}
Calgon
Joined in May 2022

355 post(s)
December 7, 2022
Thanks @EverthangForever more to study 😕
EverthangForever
Joined in Oct 2009

2459 post(s)
December 8, 2022 (edited)
@Calgon
Yes & It is even harder to illustrate what is being said here without pictures, so ..
Here is the outcome of using transparency & a new sprite node ( derived
from one shader ) to combine the effects of the two shaders in one scene FG775A
hope it makes thangs a tad clearer..Good luck experimenting 😉

https://scenes.virtuastripper.net/ET_FractalGarden775A.zip
EverthangForever
Joined in Oct 2009

2459 post(s)
December 8, 2022
Merci @EverthangForever.
Toutes les scènes FG773-FG783 fonctionnent bien pour moi. 😊

Good to hear that. thanks @ComteDracula
--
C'est bon d'entendre cela. Merci @ComteDracula
Calgon
Joined in May 2022

355 post(s)
December 8, 2022
Thanks @EverthangForever. I think I'd been doing this anyway in a blind "hack it around and see if it works" kind of way. But why does the background shader need to be in a framebuffer, why not just put it in another sprite ?
EverthangForever
Joined in Oct 2009

2459 post(s)
December 8, 2022 (edited)
@Calgon re: FG775A
erm,..the background shader ...bubbles_DMod01.fsh is not in a framebuffer.
Its rendered directly on a quad in the camera node ..

For the foreground fractal shader ( ...domain coloringMod02.fsh)
you originate it in a framebuffer pre-camera, so that it's id: can then be sourced
as a sprite with all the usual parameters then accessible to change within
the scene's camera node level.
EverthangForever
Joined in Oct 2009

2459 post(s)
December 8, 2022 (edited)
UpDate
I have re-issued an updated ET_FractalGarden773-783.zip
to include working use of two shaders in the same scene.
  • One FG775A where the shaders act separately and
  • the other FG783A where one shader acts upon the other.
Note: ET_FractalGarden775A.zip is no longer available.
Its complete content has been included in this update

https://scenes.virtuastripper.net/ET_FractalGarden773-783.zip

zip size = 347 Kb
Extract the zip straight to ../scenes folder. Allow merged folders
and allow to overwrite any existing same name file.

NB: Btw I highly endorse @TheEmu 's advice of using Beyond Compare
a program which allows you to quickly see and correct
any slight differences in alternate versions of .fsh or .scn files.
Z22
Joined in Aug 2017

1166 post(s)
December 11, 2022 (edited)
https://www.youtube.com/watch?v=WkjgIEheDFI

If you sign up to OpenAI you can access the ChatGPT which can write open gl code ....

prompt eg:- write code in opengl 1.2 fragment shader to do contrast aware sharpening

spits out

#version 120

// The texture containing the image to be enhanced
uniform sampler2D image;

// The texture coordinates of the current fragment
varying vec2 texCoord;

void main() {
// Sample the texels at the current fragment and its neighbors
vec4 center = tex2D(image, texCoord);
vec4 left = tex2D(image, texCoord - vec2(1.0, 0.0));
vec4 right = tex2D(image, texCoord + vec2(1.0, 0.0));
vec4 top = tex2D(image, texCoord - vec2(0.0, 1.0));
vec4 bottom = tex2D(image, texCoord + vec2(0.0, 1.0));

// Calculate the gradient of the image at the current fragment
vec4 gradient = vec4(right - left, bottom - top, 0.0, 0.0);

// Calculate the magnitude of the gradient
float gradientMagnitude = length(gradient);

// Calculate the enhanced color using a sharpening filter based on the gradient magnitude
vec4 color = center * (1.0 + gradientMagnitude);

// Set the output color to the enhanced color
gl_FragColor = color;
}


fun fun fun
Calgon
Joined in May 2022

355 post(s)
December 11, 2022
@Z22

If you sign up to OpenAI you can access the ChatGPT which can write open gl code ....

from their website... "OpenAI’s mission is to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity."

@Z22 I look forward to your next creation that will benefit all of humanity 😂
Z22
Joined in Aug 2017

1166 post(s)
December 11, 2022
@Z22 I look forward to your next creation that will benefit all of humanity 😂

As do i ...
Wyldanimal
MODERATOR
Joined in Mar 2008

3909 post(s)
December 11, 2022 (edited)
I was a bit disappointed.
It wrote code that uses a function not available in GLSL

// Return the final color
return hsv2rgb(vec3(hue, 1.0, brightness));

"This shader uses the time uniform to animate. It also uses the hsv2rgb function to convert a hue-saturation-value color to an RGB color. This function is not included in the GLSL language, so you may need to provide your own implementation if you want to use this code."

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