Thanks TheEmu for detailing this so more members can understand it.
We've always had use of a texture / Channel as an input to the Shader.
I thought it was understood that it was the last image used in the Scene prior to the shader..
What we don't have is Multiple channels, that I have been able to find..
and while it's not a deal breaker, I've just skipped over any shader that used more then one input channel.
Lezardo used an example of it here:
http://www.virtuagirl.com/forumPost.php?foId=3&ftId=27449&pageNb=9#post460460
Tudo sobre iStripper / Discussions for Scenes for Version 1.2.X Fullscreen Mode here
I decided its time to start a thread for customized scenes like we had for customized skins. I am not sure if the artwork forum section is the right place so if the Mods think this should go into anot...
and use it in the fragment:
varying vec2 myVar[5];
(...)
void main()
{
highp vec4 sum = vec4(0.0);
sum = texture2D(texture0, myVar[0]) * 0.2270270270;
sum = texture2D(texture0, myVar[1]) * 0.3162162162;
(...)
gl_FragColor = sum * gl_Color;
}
and way back in the Beginning
Totem included it in this one as well.
part of the Perforations Shader
blur.fsh
uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
varying vec4 gl_Color;
const float blurSize = 1.0 / 1024.0;
void main(void)
{
vec4 sum = vec4(0.0);
vec4 vTexCoord = gl_TexCoord[0];
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 4.0*blurSize)) * 0.05;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 3.0*blurSize)) * 0.09;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 2.0*blurSize)) * 0.12;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - blurSize)) * 0.15;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y)) * 0.16;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y blurSize)) * 0.15;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 2.0*blurSize)) * 0.12;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 3.0*blurSize)) * 0.09;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 4.0*blurSize)) * 0.05;
gl_FragColor = sum * gl_Color;
}
I really , really would like Music input..