(#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) ) ;
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!