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);
}
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!