@TheEmu ,
So I suppose we could use gl_FrontFacing as a replacement for gl_Color. I have not tried this as I have hardware problems at the moment.
gl_FragColor = vec4(cc) * gl_FrontFacing;I get a compile (implicit cast) error however there appears to be no 'gl_FrontFacing is deprecated' error
2022-10-22T16:39:03[] WARNING[QOpenGLShader::compile(Fragment): 0(233) : error C7011: implicit cast from "bool" to "float"]
2022-10-22T16:39:03[] WARNING[*** Problematic Fragment shader source code ***]
2022-10-22T16:39:03[] WARNING[#version 110
gl_FragColor = vec4(cc) * gl_FrontFacing;with a #version header greater than 130 I get a 'gl_FragColor is deprecated' error
gl_FragColor = vec4(cc) * gl_Color;
vec4 RGBA0 = gl_TexCoord[0].rgba;
gl_TexCoord[0].rgba;Will vary with the scene animation.
////////////////////////////////////////////////////////
vec4 RGBA0 = texture2D(texture0).rgba; // color and alpha of Texture0
vec3 RGB0 = texture2D(texture0).rgb; // color only of Texture0
float A0 = texture2D(texture0).a; // alpha only of Texture0
////////////////////////////////////////////////////////
So I suppose we could use gl_FrontFacing as a replacement for gl_Color.
gl_TexCoord[0].rgba;
gl_FragColor = vec4(cc) * gl_FrontColor;
2022-10-23T06:42:25[] WARNING[QOpenGLShader::compile(Fragment): 0(234) : error C5052: gl_FrontColor is not accessible in this profile]
2022-10-23T06:42:25[] WARNING[*** Problematic Fragment shader source code ***]
2022-10-23T06:42:25[] WARNING[#version 120
---------------------------------------------
2022-10-23T06:46:51[] WARNING[QOpenGLShader::compile(Fragment): 0(234) : warning C7533: global variable gl_FragColor is deprecated after version 120
0(234) : error C5052: gl_FrontColor is not accessible in this profile
0(234) : warning C7533: global variable gl_FrontColor is deprecated after version 120]
2022-10-23T06:46:51[] WARNING[*** Problematic Fragment shader source code ***]
2022-10-23T06:46:51[] WARNING[#version 330
gl_FrontColor = gl_Colorin the vertex shader
@Z22
The problem arises because the same user defined "uniform" is used for all shaders - they are implemented (in the code processing the .scn files) as global variables and have the problems that always accompany shared global variables. If you change it for one instance it is changed for all of them.
Each instance of a shader will get its own copy of the global used by iStripper so at the GLSL level the uniforms are not global variables, but they will be in the layer above that (unlike gl_Color which, I think, is an output from a vertex shader whch selects it from gl_FrontColor and gl_BackColor).
framebuffer {
id: err
sprite{
source: dunno
Shader dont care.fsh
uniform: some cak, float, 0.1
}
}
framebuffer {
id: woo
sprite{
source: dunno
Shader dont care.fsh
uniform: some cak, float, 1.0
}
}
I just edited ...etcCheck you have all levels of eroticism ticked
//////////////////////////////// names
clipNameSprite {
pos: 855, 760 //pos: -100, -470, 20
scale: 0.5
hotspot: 0.5, 1
source: LeftGirl
}
clipNameSprite {
pos: 1620, 652 //pos: +670, -470, 20
scale: 0.5
hotspot: 0.5, 1
source: RightGirl
}
logo: multi/small_logo_bare_elegance.png
splash: multi/large_logo_bare_elegance.png
text: address.txt
// Modified to show model names @ ET
clip {
id: LeftGirl
deny: inout, top, table, accessories, cage, pole, glass
nameGlowColor: 1, 1, 1
}
clip {
id: SecondGirl
deny: inout, top, table, accessories, pole, cage, glass
nameGlowColor: 1, 1, 1
}
clip {
id: ThirdGirl
deny: inout, top, table, accessories, glass
nameGlowColor: 1, 1, 1
}
framebuffer {
id: Clip1A
source: LeftGirl
shader: antiAlias.fsh
nameGlowColor: 1, 0, 1
}
framebuffer {
id: Clip2A
source: ThirdGirl
shader: antiAlias.fsh
nameGlowColor: 1, 0, 1
}
framebuffer {
id: Clip3A
source: SecondGirl
shader: antiAlias.fsh
nameGlowColor: 1, 0, 1
}
framebuffer {
id: Clip4A
source: FrontGirl
shader: antiAlias.fsh
nameGlowColor: 1, 0, 1
}
framebuffer {
id: Clip5A
source: FrontGirlRight
shader: antiAlias.fsh
nameGlowColor: 1, 0, 1
}
texture {
id: back
source: multi/bare_elegance_fond_dark.png
}
texture {
id: MyMask
source: multi/bare_elegance_stagefront.png
}
texture {
id: MyMask2
source: multi/bare_elegance_fond_dark_stools.png
}
////////////// smoke
framebuffer {
id: smoke
size: 500, 500
quad {
size: 500, 500
hotspot: 0,0
shader: smoke.fsh
}
}
////////////// lights on the floor
framebuffer {
id: lights
size: 450, 550
quad {
size: 450, 350
hotspot: 0,0
shader: lights.fsh
}
}
camera {
type: 3D
angle: 15.5
pos: 0, 250, 4450
target: -450, 420, 0
ambient: 0.1,0.1,0.1
animate: 10 , Linear, easeInoutsine, angle, -1.5
animate: 20 , Pingpong, Inoutsine, pos, 600, -1200, 0
animate: 20 , Pingpong, easeInoutsine, target, 0, -1125, 0
animate: 25 , Pingpong, Inoutsine, target, 200, 0, 0
sprite {
size: 7700, 3700
rot: 0,0,0
source: back
blend: true
}
sprite {
scale: 25.9, 25.9
pos: -600, 2602
hotspot: 0.5, 0.5
source: lights
color: 0.,1.5.,1.0
animate: 10 , Pingpong, Inoutsine, rot, 0, 0, 0
animate: 10 , Pingpong, Inoutsine, pos, 800, -600, -550
blend: SRC_ALPHA,DST_ALPHA
}
sprite {
scale: 35.9, 25.9
pos: 1200, -702
rot: 0,0,0
hotspot: 0.5, 0.5
source: lights
color: 0,0,5.5
animate: 10 , Pingpong, Inoutsine, pos, 400, -200, -550
blend: SRC_ALPHA,DST_ALPHA
}
sprite {
scale: 45.9, 35.9
pos: 1200, -802
rot: 0,0,20
hotspot: 0.5, 0.5
source: lights
color: 0.,5.45,0.5
animate: 10 , Pingpong, Inoutsine, color, 0, 5.0, 00
animate: 10 , Pingpong, Inoutsine, pos, 1500, -2200, -550
blend: SRC_ALPHA,DST_ALPHA
}
//------------------------------ model shadow
//------------------------------ smoke left
//////////////////////////////// right girl
light { // will be blue Spot Light
pos: 1275, -545, -600
rot: 0, 0, 0 // rotate around Y 180 degrees. Flip Left to Right
ambient: 0.0, 1.0, 0.0
color: -5.0, -5.0, -5.0
blend: SRC_ALPHA,DST_ALPHA
animate: 5, PingPong, InOutSine, pos, 0, -500, 500 // motion in Z
}
//------------------------------ smoke right
sprite {
scale: 2.7,2.45
pos: 1220, 362
hotspot: 0.5, 0.5
source: smoke
color: 1.5,1.2,1.2
blend: SRC_ALPHA,DST_ALPHA
}
//////////////////////////////// foreground mask
//////////////////////////////// yellow lights
clipSprite {
hotspot: 0,0
pos: -255, 680
rot: 0, 180, -1
source: Clip2A //deepest model
standingHeight: 1515
sittingheight: 950
//----color: 0.1, 0.7, 0.1 //green
material: true
animate: 15, PingPong, InOutSine, rot, 0, 0, 2
}
clipSprite {
hotspot: 0,0
pos: -455, 740
rot: 0, 180, -1
source: Clip1A //mid depth model
standingHeight: 1615 //1610
sittingheight: 1050 //950
//----color: 0.0, 0.35, 0.9 //blue
material: true
animate: 30, PingPong, InOutSine, rot, 0, 0, 3
}
light { // will be blue Spot Light
pos: -105, 145, 600
rot: 0, 0, 0 // rotate around Y 180 degrees. Flip Left to Right
ambient: 0.0, 0.0, 5.5
color: -5.0, -5.0, -5.0
blend: SRC_ALPHA,DST_ALPHA
animate: 10, PingPong, InOutSine, pos, 0, 200, 500 // motion in Z
}
clipSprite {
hotspot: 0,0
pos: 355, 780
rot: 0, 180, -1
source: Clip3A //front model
standingHeight: 1715
sittingheight: 1060
//---color: 0.7, 0.2, 0.0 //orange
material: true
animate: 30, PingPong, InOutSine, rot, 0, 0, 3
}
clipNameSprite {
pos: -1055, 280
scale: 0.8, 0.8
hotspot: 0.5, 1
source: ThirdGirl //rear
animate: 20 , Pingpong, Inoutsine, pos, 0, -1200, 0
color: 0.1, 0.7, 0.1 //green
}
clipNameSprite {
pos: -1055, 440
scale: 0.8, 0.8
hotspot: 0.5, 1
source: LeftGirl //middle
color: 0.0, 0.35, 0.9 //blue
animate: 20 , Pingpong, Inoutsine, pos, 0, -1200, 0
}
clipNameSprite {
pos: -1055, 580
scale: 0.8, 0.8
hotspot: 0.5, 1
source: SecondGirl
color: 0.7, 0.2, 0.0 //orange
animate: 20 , Pingpong, Inoutsine, pos, 0, -1200, 0
}
light { // will be blue Spot Light
pos: 175, 245, -600
rot: 0, 0, 0 // rotate around Y 180 degrees. Flip Left to Right
ambient: 0.0, 0.0, 5.5
color: -5.0, -5.0, -5.0
blend: SRC_ALPHA,DST_ALPHA
animate: 10, PingPong, InOutSine, pos, 0, 2500, 500 // motion in Z
}
light { // will be blue Spot Light
pos: -175, 645, 600
rot: 0, 0, 0 // rotate around Y 180 degrees. Flip Left to Right
ambient: 0.0, 0.0, 0.0
color: -5.0, -5.0, -5.0
blend: SRC_ALPHA,DST_ALPHA
animate: 10, PingPong, InOutSine, pos, 1500, -500, 500 // motion in Z
}
sprite {
size: 7700, 3700
pos: -260, 720
rot: 0,0,0
source: MyMask
blend: true
}
light { // will be blue Spot Light
pos: 275, 845, -600
rot: 0, 0, 0 // rotate around Y 180 degrees. Flip Left to Right
ambient: 0.0, 0.2, 4.0
color: -5.0, -5.0, -5.0
blend: SRC_ALPHA,DST_ALPHA
animate: 10, PingPong, InOutSine, pos, -1500, -2500, 500 // motion in Z
}
sprite {
scale: 45.9, 45.9
pos: 1500, -702
rot: 0,0,180
hotspot: 0.5, 0.5
source: lights
color: 0,0,5.5
animate: 10 , Pingpong, Inoutsine, pos, 400, -1200, -550
blend: SRC_ALPHA,DST_ALPHA
}
sprite {
scale: 5.9, 15.9
pos: 500, 1002
hotspot: 0.5, 0.5
source: smoke
color: 1.,1.,1.
opacity: 2.0
animate: 10, PingPong, InOutSine, pos, 500, -800, 0
blend: SRC_ALPHA,DST_ALPHA
}
}
}
Como usuário gratuito iStripper, você não tem permissão para responder a um tópico no fórum ou criar um novo tópico
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