float xy=texture2D(tx,t).x;
float x2=texture2D(tx,t+vec2(d,0)).x;
float y2=texture2D(tx,t+vec2(0,d)).x;
#version 150on it. But otherwise it converted as normal with the original :
float xy=texture(tx,t).x;
float x2=texture(tx,t+vec2(d,0)).x;
float y2=texture(tx,t+vec2(0,d)).x;
RaysCO
texture {
id: Surfaces1
source: Textures/Surfaces/
//source: Textures/Water/
//source: Textures/New/
//source: Textures/Skyrim/
//source: Textures/Test/
}
texture { // random texture 1
id: backlight
source: raysCO/
}
quad{
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 450, 0
rot: 0, 0, 0
color: 1.0, 1.0, 1.0
//color: 0, 0, 0
scale: 5, 5
opacity: 1.
blend: true
}
quad {
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
rot: 0, 0, 0
source: Surfaces, 0
source: Water, 1
source: Greyshades, 2
source: Surfaces2, 3
uniform: uvx_offset, float, 0.0 // Original 0
uniform: uvy_offset, float, 0.0 // Original 0
uniform: background, float, 1.0 // Original 0
shader: fragment, Shaders/Calgon/Opt1b.fsh
scale: 5, 5
}
quad{
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 450, 0
rot: 0, 0, 0
color: -1.0, -1.0, -1.0
scale: 5, 5
opacity: 1.
blend: true
sprite {
size: 1920, 1080
source: backlight
hotspot: .5, .5
opacity: 1.0
blend: true
animate: 36, LoopForward, linear, rot, 0, 0, -360
}
}
uniform: shadow, float, 0.0
shader: fragment, Shaders/Calgon/ClipTimer3b.fshto This:
uniform: shadow, float, 1.0
shader: fragment, Shaders/Calgon/ClipTimer3b-wa.fsh
if (shadow == 1){to This:
clip.rgb = vec3(0.9);
if (clip.a > 0.05){
// float smootha = smoothstep(0.0, 0.1,clip.a);
// clip.a *= smootha;
clip.a = 0.5;
}
}
if (shadow == 1){ // Reflection
// Set Color Saturation to 90%
// Set Alpha to 70%
clip.rgb *= 0.9;
clip.a *= 0.7;
// Fix Bounding Box Test for black set alpha to Zero
if (clip.r+clip.g+clip.b < 0.0001){
clip.a = 0.0;
}
}
..been busy setting up a new rig after last one died about two weeks ago.
//Tile a Texture
float tiles =4.0; // 4 x 4 tile
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
//*************************************
//This does the Tileing
uv*=tiles; // make the tiles
vec3 col = vec3(0.);// define col
col = texture(iChannel0, uv).rgb; //tile the texture
//
//*************************************
//test
if(abs(fragCoord.x/iResolution.x-0.5) < 0.001) col = vec3(1.000,0.0,0.0); //red line
if(abs(fragCoord.y/iResolution.y-0.5) < 0.002) col = vec3(1.000,1.000,0.0); //Yellow line
fragColor = vec4(col,1.0);
}
//Tile a Texture
float tilesx =4.0; // Tiles in X
float tilesy =2.0; // Tiles in Y
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
//*************************************
//This does the Tileing
uv.x*=tilesx; // make the tiles
uv.y*=tilesy;
vec3 col = vec3(0.);// define col
col = texture(iChannel0, uv).rgb; //tile the texture
//
//*************************************
//test
if(abs(fragCoord.x/iResolution.x-0.5) < 0.001) col = vec3(1.000,0.0,0.0); //red line
if(abs(fragCoord.y/iResolution.y-0.5) < 0.002) col = vec3(1.000,1.000,0.0); //Yellow line
fragColor = vec4(col,1.0);
}
//Tile a Texture
float tilex =2.0; // Tiles in X
float tiley =2.0; // Tiles in Y
float shiftx = 0.5; // Shift in X
float shifty = -0.5; // Shift in Y
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
//*************************************
//This does the Tileing
uv.x*= tilex ;// make the tiles
uv.x+= shiftx;
uv.y*= tiley;
uv.y += shifty;
vec3 col = vec3(0.);// define col
col = texture(iChannel0, uv).rgb; //tile the texture
//
//*************************************
//test
if(abs(fragCoord.x/iResolution.x-0.5) < 0.001) col = vec3(1.000,0.0,0.0); //red line
if(abs(fragCoord.y/iResolution.y-0.5) < 0.002) col = vec3(1.000,1.000,0.0); //Yellow line
fragColor = vec4(col,1.0);
}
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