#version 120
uniform sampler2D texture0; //random picture starting point 1
uniform sampler2D texture1; //static buffer
vec4 vTexCoord = gl_TexCoord[0];
vec3 outp;
void main(void)
{
vec4 In = texture2D(texture0, vTexCoord.xy);
vec4 SB = texture2D(texture1, vTexCoord.xy);
if (SB.r == 1.0 && SB.g == 1.0 && SB.b == 1.0 && SB.a == 1.0)
{
outp.rgb = In.rgb;
}
gl_FragColor = vec4(outp.rgb , 1.0);
}
else
{
outp.rgb = SB.rgb;
}
float rand(vec4 co) {
return fract(sin(dot(co.xyzw ,vec4(12.9898,78.233, 45.8438, 100.0)*fract(iTime))) * (43758.5453*fract(itime)));
}
Won't that change on every frame/pixel ?
Only if it is your Loop.
It is is joust at the top then it becomes static.
Call the function one time before entering the loop.
sprite
{
source: ST01, 0
source: ST02, 1
source: StaticBuffer, 2
shader: Rnd_01.fsh
}
#version 120
uniform sampler2D texture0; //Random Surfaces
uniform sampler2D texture1; //Random Greys
uniform sampler2D texture2; //static buffer
vec4 vTexCoord = gl_TexCoord[0];
vec3 outp;
void main(void)
{
//vec4 Pc1 = texture2D(texture0, vec2(0.0, 0.0));
//vec4 Rn = texture2D(texture2, vTexCoord.xy);
// if (Rn.r == 1.0 && Rn.g == 1.0 && Rn.b == 1.0 && Rn.a == 1.0)
// {
outp.rgb = texture2D(texture1, vec2(0.0, 0.0)).rgb;
// }
gl_FragColor = vec4(outp.rgb , 1.0);
}
Simple oversight
uniform sampler2D texture0; //Random Surfaces
uniform sampler2D texture1; //Random Greys
vec4 texture2D_Fract(sampler2D sampler,vec2 P) {return texture2D(sampler,fract(P));}
vec4 texture2D_Fract(sampler2D sampler,vec2 P, float Bias) {return texture2D(sampler,fract(P),Bias);}
#define texture2D texture2D_Fract
#define texture2D texture2D_Fract
Just needed to add this:
#define texture2D texture2D_Fract
(Whatever that is)
its all just a masking..
Is it possible to calculate the size from the bottom up
Is it possible to calculate the size from the bottom up
#version 120
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float u_Elapsed;
varying vec4 gl_TexCoord[];
//varying vec4 gl_TextureMatrix[];
float weight=0.14767;
// changes and additions by WyldAnimal of the totem occluding.fsh shader used
// here to make a static color clip name.
uniform float set_r; //
uniform float set_g; //
uniform float set_b; //
uniform float delay_time;
//uniform vec3 set_cols;
void main(void)
{
vec4 vTexCoord = gl_TexCoord[0];
vec4 occluding = texture2D(texture0, vec2(vTexCoord.x , vTexCoord.y )) ;
float save_alpha = occluding.a;
float fade_again = 4.;
if (u_Elapsed < delay_time ){
occluding.a = u_Elapsed - delay_time;
}
gl_FragColor = vec4(set_r,set_g,set_b,occluding.a);
if (vTexCoord.y > 0.63){
vec4 black = vec4 (0.);
gl_FragColor = black;
}
}
uniform vec2 u_WindowSize;
Are there any scenes that play only table poses at a particular sittingHeight? Or only play standing/pole poses at a particular standingHeight? If not, how would I write a scene clause that does that? I know how to edit scene cards, and I've made a very basic black-screen scene of my own, but I don't know how to tell a scene to play table poses at x height.
Also, can a .scn file filter out cards to play, or do I have to use the disable features in iStripper to do that before I launch the scene?
Yes, there are many such scenes. In fact almost every scene. There are relatively few scenes (though they are not rare) that allow both table and non-table clips for a particular place in the scene and, as far as I am aware every use of a clip has has an appropriate standingHeight or sittingHeight clause.
clip {
id: Clip
//allow: table, pole
deny: top, inout, cage
nameGlowColor: 0, 1, 1
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1272
clipSprite {
pos: 0, 205, 700
sittingHeight: 290
standingheight: 365
resolution: 20
scale: -1.0, 1.0
source: Clip
}
}
iStripper の無料ユーザーはフォーラム内のトピックに参加したり新しいトピックを作ることはできません。
でもベーシックカテゴリーには参加できコミュニティーと接することはできます!