(#version 130) to #version 120
clip {
id: Clip
//deny: top
deny: top, table, cage, pole, inout
}
texture
{
id: Feedback
size: 1920, 1080
source: empty/
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: FeedbackBuffer
size: 1920, 1080
pos: 960, 540
sprite
{
//scale: 1.002, 1.002
source: Feedback
}
}
framebuffer
{
id: Girl
size: 1920, 1080
pos: 960, 540
clipSprite
{
pos: 0, 540
source: Clip
scale: -1.0, 1.0
standingHeight: 896
sittingHeight: 752
}
}
framebuffer
{
id: Hue
size: 1920, 1080
pos: 960, 540
sprite
{
source: Girl, 0
source: FeedbackBuffer, 1
shader: Hue2.fsh
uniform: invert, float, 0.0 // 0.0 normal 1.0 inverted (Girl)
uniform: invert2, float, 1.0 // tend towards black or white ( feedback colour addition or subtraction )
uniform: speed, float, 0.00195 // rate of change
uniform: resdiv, float, 4.0 //size of sample area
}
}
framebuffer
{
id: NormalR
size: 1920, 1080
pos: 960, 540
sprite
{
source: Girl, 0
shader: GetNormalR.fsh
uniform: resmul, float, 1.0
}
}
framebuffer
{
id: NormalG
size: 1920, 1080
pos: 960, 540
sprite
{
source: Girl, 0
shader: GetNormalG.fsh
uniform: resmul, float, 1.0
}
}
framebuffer
{
id: NormalB
size: 1920, 1080
pos: 960, 540
sprite
{
source: Girl, 0
shader: GetNormalB.fsh
uniform: resmul, float, 1.0
}
}
framebuffer
{
id: Invert
size: 1920, 1080
pos: 960, 540
sprite
{
source: Hue, 0
shader: Invert2.fsh
uniform: cycle, float, 1.0 //colour cycle 0.0 off 1.0 on
uniform: invert, float, 1.0 // 0.0 normal 1.0 inverted
}
}
framebuffer
{
id: Refract
size: 1920, 1080
pos: 960, 540
sprite
{
source: Invert, 0
source: NormalR, 1
source: NormalG, 2
source: NormalB, 3
shader: Refraction.fsh
}
}
////////////////////////////////////////////////////////////////////////////////
camera {
type: 2D
size: 1920, 1080
pos: 960, 540
sprite
{
source: Invert
}
sprite
{
pos: 0, 0
source: Refract
}
// Last sprite will be the input to the Feedbackbuffer next frame.
sprite
{
opacity: 0.0 // If only using for feedback you can set to 0.0.
source: Hue
}
}
vec4 F01 = texture2D ( texture1, vec2(vTexCoord.x, vTexCoord.y-Offset2) + Offset *vec2( xy01.x, xy01.y) ) ;
vec4 F01 = texture2D ( texture1, vec2(vTexCoord.x, vTexCoord.y-Offset2.y) + Offset *vec2( xy01.x, xy01.y) ) ;
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