I think @WA mentioned the 50 shaders aren't all 100% active, only one working at a time.
To test, I did try a normal conversion of Canyon Roller.fsh by dr2
https://www.shadertoy.com/view/4tlGDM in a 1920 x 1080 full screen
3Dcamera pos using 64bit iS, but found that the jerkiness still remained *****
for both the model animation and the shader in Fullscreen.
To test, I did try a normal conversion of Canyon Roller.fsh by dr2
https://www.shadertoy.com/view/4tlGDM in a 1920 x 1080 full screen
@Calgon said..If they go below 30fps I've usually been deleting them from my collection... depending on how good I think they are.
Even Shadertoy's original WebGL Canyon Roller runs at only 4 or 5 fps on my home rig browser fullscreen..
Pls Note that people using the
RandomShaders.exe program may have some issues:
It is running immediately when you turn it on
If it is desired, That the App Remeber the Last use Settings, and apply them on the Next Start?
I can add that to the Next Version
Question:
Should it remeber Scene Capture and the Capture rate?
So that the next time you start it, it will then automatically start the scene captures again?
So the 1st version was( it changed to a new random shaders every 5 seconds )
- Start the App
then use the Keyboard Down Arrow to reload the scene see a new Random shader.
- Play the Scene
If it is desired, That the App Remeber the Last use Settings, and apply them on the Next Start?
I can add that to the Next Version
Question:
Should it remeber Scene Capture and the Capture rate?
So that the next time you start it, it will then automatically start the scene captures again?
minVersion: 1.2.0.80
clip {
id: Clip
allow: table
deny: pole, top, inout, cage
nameGlowColor: 0, 1, 1
}
texture {
id: Sweet
source: ETImages/Plaftexrot01
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}
framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}
framebuffer {// using the Random.fsh shader
id: Sweet01
source: Sweet
size: 1920, 1080
pos: 0, 0, 0
scale: 1.0, -1.0
shader: fragment, Shaders/Random.fsh
}
framebuffer {// invert the Random.fsh shader
id: Sweet02
source: Sweet01
size: 1920, 1080
pos: 0, 0, 0
scale: 1.0, -1.0
shader: fragment, Shaders/TheEmu - Null.fsh
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1382 //1092 //
sprite {
source: Sweet02
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
shader: fragment, Shaders/TheEmu - Tunnel A.fsh
uniform: center, vec2, 0.0, 0.0
uniform: shape, vec2, 1.0, 0.0 //square tunnel
uniform: speed, float, 0.08 //0.1
uniform: fade, float, 0.62 // depth of fade from vanishing point. Higher values bring fade pingpong
uniform: fadeColour, vec3, 0.82, 0.82, 0.82 // full red,green,blue = 1.0 gives white fade
uniform: zScale, float, 2.0
uniform: gapSize; float, 2.0
uniform: tileScheme, int, 1
}
sprite {
pos: 0, 210, 685
size: 448, 64
hotspot: 0.5, 0.5
source: ppcstage
scale: 1.85, 1
animate: 23, pingpong, outexpo, pos, 0, -27, 140
}
//model center
clipSprite {
pos: 0, 205, 700
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -1.0, 1.0
source: Clipx
animate: 23, pingpong, outexpo, pos, 0, -27, 140
}
clipNameSprite {
source: Clip
pos: 360, 224, 565
scale: 0.32, 0.32
}
}// end of the camera node
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