vec3 camUp = vec3(0.0,cos(angle),sin(angle));could that be a float 'angle' conversion to a vec incompatibility ?
@ComteDracula - I do have an NVIDIA GEForce GTX 1060 3GB graphics card Driver version 471.96 on my PC.C'est déroutant. Votre vghd.log avant dit seulement Intel graphiques
2021-09-08T22:42:23 fullscreen: [NodeAnimation::set] WARNING[Unknown curve pingpong for node ]
2021-09-08T22:42:25[] WARNING[QOpenGLShader::compile(Fragment): ERROR: 4:56: texture : no matching overloaded function found (using implicit conversion)
ERROR: 4:56: texture : function is not known
ERROR: 4:56: xyz : field selection requires structure, vector, or matrix on left hand side
ERROR: 4:187: rayMarch : no matching overloaded function found (using implicit conversion)
ERROR: 4:187: rayMarch : function is not known
ERROR: 4:186: assign : cannot convert from const mediump float to FragColor 4-component vector of mediump float]
2021-09-08T22:42:25[] WARNING[*** Problematic Fragment shader source code ***
return
texture(iChannel0, reflect(dir, normal).xy).xyz * Specular+
(Specular*specular)*LightColor+(diffuse*Diffuse)*(LightColor*color) +
(Specular*specular2)*LightColor2+(diffuse2*Diffuse)*(LightColor2*color);
gl_FragColor = rayMarch(camPos, rayDir, gl_FragCoord.xy );
precision mediump float;but remove it for iStripper
no Precision specified for Float
rayMarch: no matching overloaded function found (using implicit conversion)
vec4 rayMarch(in vec3 from, in vec3 dir, in vec2 pix) {
// Add some noise to prevent banding
gl_FragColor = rayMarch(camPos, rayDir, gl_FragCoord );
gl_FragColor = rayMarch(camPos, rayDir, gl_FragCoord.xy );
Everything works fine now @EverthangForever. The scene now looks like your screenshot and the background is animated.
Thanks again to you and to @Wyldanimal
/////////////////////////////////////////////////////////////
//
// A scene set in a hotel reception.
// This version simply has has one performer.
//
/////////////////////////////////////////////////////////////
text: TheEmu = Misc - 00 - Description.txt
/////////////////////////////////////////////////////////////
// The girls.
clip {
id : Girl-1
allow : pole
deny : accessories, top, table, cage, inout
}
clip {
id : Girl-2
deny : accessories, pole, top, table, cage, inout
}
/////////////////////////////////////////////////////////////
// The general setting.
texture {
id : Setting
size : 1920, 1080
source : Images/Hotel Lobby A.png
}
//////////////////////////////////////////////////////////////
// The clips for the girls are first rendered into separate
// framebuffers as that makes the subsequent manipulation
// used to create the their shadows somewhat easier. These
// buffers have been set to our nominal screen size.
framebuffer {
id : Girl-1xx
size : 1920, 1080
clipSprite {
source : Girl-1
pos : 720, 1000
scale : -1, 1, 1
standingHeight : 450
}
}
framebuffer {
id : Girl-2xx
size : 1920, 1080
clipSprite {
source : Girl-2
pos : 1340, 1050
scale : -1, 1, 1
standingHeight : 470
}
}
//////////////////////////////////////////////////////////////
// The shadows for Girls. For this shadow a large shear factor
// is used so this shadow is at an angle. The shader's hotspot
// parameter is used so that the "fixed point" of the shear is
// at the base of the pole in any poledance clipsprite.
framebuffer {
id : Girl-1-with-Shadow
size : 1920, 1080
node {
pos : 960, 540
sprite {
source : Girl-1xx
color : 0, 0, 0
opacity : 0.80
uniform : Emu_Shadow_blur, float, 2.5
uniform : Emu_Shadow_shear, vec2, 0.5, 0.0
uniform : Emu_Shadow_scale, vec2, 1.0, -0.03
uniform : Emu_Shadow_hotspot, vec2, 0.0, 0.93333333
shader : fragment, Shaders/TheEmuLib.Emu_Shadow.A.1.fsh
}
sprite {
source : Girl-1xx
}
}
}
framebuffer {
id : Girl-2-with-Shadow
size : 1920, 1080
node {
pos : 960, 540
sprite {
source : Girl-2xx
color : 0, 0, 0
opacity : 0.8
uniform : Emu_Shadow_blur, float, 2.5
uniform : Emu_Shadow_shear, vec2, 0.5, 0.0
uniform : Emu_Shadow_scale, vec2, 1.0, -0.03
uniform : Emu_Shadow_hotspot, vec2, 0.0, 0.9755555
shader : fragment, Shaders/TheEmuLib.Emu_Shadow.A.1.fsh
}
sprite {
source : Girl-2xx
}
}
}
/////////////////////////////////////////////////////////////
camera {
// Set up the camera.
type : 3D
angle : 45
pos : 0, 0, 1300
// // Recentre and move in.
//
// animate : 30, forward, linear, pos, 250, 0, -300
// animate : 30, forward, linear, target, 250, 0, -300
// The scene's setting as a background.
sprite {
pos : 0, 0
hotspot : 0.5, 0.5
source : Setting
size : 1920, 1080
blend : false
}
// The main performers.
sprite {
source : Girl-1-with-Shadow
}
sprite {
source : Girl-2-with-Shadow
}
// The foreground.
sprite {
pos : 0, 0
hotspot : 0.5, 0.5
source : Setting
size : 1920, 1080
blend : true
}
// The performers names.
clipNameSprite {
pos : -240, 300
hotspot : 0.5, 0.5
scale : 0.5, 0.5
source : Girl-1
}
clipNameSprite {
pos : 400, 300
hotspot : 0.5, 0.5
scale : 0.5, 0.5
source : Girl-2
}
}
Als ein Gratisnutzer von iStripper bist du nicht berechtigt Beiträge zu schreiben oder neue Topics zu starten.
Aber du hast Zugriff auf die grundlegenden Bereiche und kannst unsere Community kennen lernen