clipSprite {
source: myGirl
rot: 90, 0, 0
]
node {
rot: 90, 0, 0
clipSprite {
source: myGirl
shader: MyShader.fsh
]
}
then maybe play with the camera Y axis angle convergence a tad ;-)
framebuffer {
id: shadow
source: Clip
shader: shadowClip.fsh
uniform: orientation, vec2, 1, 0
uniform: changeColor, int, 0
}
then where you have '// blurred shifted shadow', nest or { brackets { within } brackets} the
camera {
type: 3D
angle: 45, -15 //slighter angle on y axis
pos: -0, -540, 1300
target: -0, -540, 0
/////blurred shifted shadow
node {
rot: 90, 0, 0
scale: -0.72, 1.15
clipSprite {
pos: -160, -115, 10
source: Clip
material: true
standingheight: 900
source: shadow, 1
//shader: shadowClip.fsh
//uniform: orientation, vec2, 1, 0
//uniform: changeColor, int, 0
opacity: 0.25
}
}
/////blurred shifted shadow
node {
rot: 90, -15, 0
scale: -0.72, 1.15
clipSprite {
pos: -130, -195, 10
source: Clip
material: true
standingheight: 900
source: shadow, 1
//shader: shadowClip.fsh
//uniform: orientation, vec2, 1, 0
//uniform: changeColor, int, 0
opacity: 0.15
}
}
//clip
clipSprite {
pos: 100, -75, 40
standingHeight: 580
scale: -1, 1, 1
source: Clip
}
/////blurred shifted shadow
node {
rot: 90, -15, 0
scale: -0.72, 1.15
clipSprite {
pos: -160, -115, 10
source: Clip
material: true
standingheight: 900
source: shadow, 1
//shader: shadowClip.fsh
//uniform: orientation, vec2, 1, 0
//uniform: changeColor, int, 0
opacity: 0.15
}
}
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