for (x=(-1.0), x<1.0; x+=1.0)it doesnt reach 1.0 and drops out at 0.0;
for (x=(-1.0); x<1.01; x+=1.0)then it works as intended and x reaches 1.0
if (x+1.0 < 1.0 )
{
x =+1.0
}
else
{
break;
}
if (x+1.0 < 1.01 )is needed.
{
x =+1.0
}
else
{
break;
}
for (x=(-1.0), x<=1.0; x+=1.0)
for (float y=(0.0); y<25.01; y+=1.0)
{
float xd = (0.25*y);
float xdm = xd+0.1
for (float x=(-xd); x<xdm; x+=(xd))
{
for (float x=(-0.0); x<0.1; x+=0.0)The first X-loop with Y=0.0 runs dead because of the step size 0.0.
float lum = GetLuma(1.0-FB.rgb);
float yd = 5.0 + (5.0 * lum) ;
for ( float y=(1.0); y<=yd; y+=1.0 )
{
float xd = (0.5*y);
for ( float x=(-xd); x<=xd; x+=xd )
{
float x1 = x*2.0;
vec2 p1 = vTexCoord.xy + Offset * vec2(x1, y);
@Team should make it's function to last a bit longer
than the 2 or 3 models or 15 seconds currently.
there seems to be no limit on how many times i press the key so long as I do not click elsewhere (which in my case was this forum) while the scene is playing, If i do then the right arrow no longer has any effect - presumably because it is no longer being directed to the fullscreen part of the program.
The version directive says that the shader will use some of these "newer" features and if they are not available then the shader will not compile. From a recent posting by one of the developers it seems that the latest iStripper beta will automatically enable these features.I upgraded to beta 1.2.260 and although I am now able to run @Number6"s shader sample scene ok, it appears to be a specific fix. I am still having no joy with any of the above Z22_Hue* shaders.
version 120is because atom, which i use for editing, throws up an error if it's not present. I usually forget to remove it.
clip {
id: Clip
deny: top
//deny: top, table, cage, pole, inout
}
texture
{
id: Feedback
size: 1920, 1080
source: empty/
}
texture
{
id: Flame
source: Textures/
}
texture
{
id: BG
size: 1920, 1080
source: Background/
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: FeedbackBuffer
size: 1920, 1080
pos: 960, 540
sprite
{
source: Feedback
}
}
// First frame of the FeedbackBuffer is white so need to clear it.
framebuffer
{
id: ClearFB
size: 1920, 1080
pos: 960, 540
sprite
{
source: FeedbackBuffer
shader: ClearFB.fsh
}
}
////////////////////////////////////////////////////
framebuffer
{
id: Girl
size: 1920, 1080
pos: 960, 540
clipSprite
{
pos: 0, 535 //yes... 535 is correct, it stops a problem with the bottom of the screen in hue
source: Clip
scale: -1.0, 1.0
standingHeight: 850
sittingHeight: 652
}
}
// Create a normal of the girl and add it to the FeedbackBuffer's red and green channels
framebuffer
{
id: Normal
size: 1920, 1080
pos: 960, 540
sprite
{
source: Girl, 0
source: ClearFB, 1
shader: GetNormal_turb.fsh
}
}
// Create a blur of the girls alpha channel with a shift down so it looks like its moving up and add it to the FeedbackBuffer's blue channel.
framebuffer
{
id: Hue
size: 1920, 1080
pos: 960, 540
sprite
{
source: Girl, 0
source: Normal, 1
shader: Hue_F3.fsh
uniform: speed, float, 0.008 // rate of change (fade)
uniform: resdiv, float, 1.0 //size of sample area
}
}
// Take the values from the FeedbackBuffer and use them as offsets when reading from the "Flame" texture.
framebuffer
{
id: Fire
size: 1920, 1080
pos: 960, 540
sprite
{
source: Hue, 0
source: Flame, 1
shader: Fire3.fsh
}
}
////////////////////////////////////////////////////////////////////////////////
camera {
type: 2D
size: 1920, 1080
pos: 960, 540
sprite
{
pos: 0, 0
source: BG
}
sprite
{
pos: 0, 0
source: Fire
}
sprite
{
pos: 0, 0
source: Girl
}
// 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
}
}
iStripper の無料ユーザーはフォーラム内の주제に参加したり新しい주제を作ることはできません。
でもベーシック카테고리には参加できコミュニティーと接することはできます!