//v0---v1---v2
// | \ | \ |
// v3---v4---v5
// | \ | \ |
// v6---v7---v8
vec3 v0 = vec3 ( vTexCoord.xy + vec2(-xOff,-yOff), Gray.z );
vec3 v1 = vec3 ( vTexCoord.xy + vec2( 0.0, -yOff), Gray.z );
vec3 v2 = vec3 ( vTexCoord.xy + vec2(+xOff,-yOff), Gray.z );
vec3 v3 = vec3 ( vTexCoord.xy + vec2(-xOff, 0.00), Gray.z );
vec3 v4 = vec3 ( vTexCoord.xy + vec2( 0.00, 0.00), Gray.z );
vec3 v5 = vec3 ( vTexCoord.xy + vec2(+xOff, 0.00), Gray.z );
vec3 v6 = vec3 ( vTexCoord.xy + vec2(-xOff, +yOff, Gray.z );
vec3 v7 = vec3 ( vTexCoord.xy + vec2( 0.00, +yOff, Gray.z );
vec3 v8 = vec3 ( vTexCoord.xy + vec2(+xOff, +yOff, Gray.z );
vec3 cp0 = cross( vec3( xOff, 0.00, 0.00), vec3( xOff, yOff, 0.00) );
vec3 cp1 = cross( vec3( 0.00,-yOff, 0.00), vec3( xOff, 0.00, 0.00) );
vec3 cp2 = cross( vec3(-xOff,-yOff, 0.00), vec3( 0.00,-yOff, 0.00) );
vec3 cp3 = cross( vec3(-xOff, 0.00, 0.00), vec3(-xOff,-yOff, 0.00) );
vec3 cp4 = cross( vec3( 0.00, yOff, 0.00), vec3(-xOff, 0.00, 0.00) );
vec3 cp5 = cross( vec3( xOff, yoff, 0.00), vec3( 0.00, yOff, 0.00) );
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