c0 = texture2D(texture0, vec2(vTexCoord.x - ( ( 1.1)*blurSize), vTexCoord.y - ( ( 0.1)*blurSize) ) );
c1 = texture2D(texture0, vec2(vTexCoord.x - ( ( 1.1)*blurSize), vTexCoord.y - ( ( 1.1)*blurSize) ) );
c2 = texture2D(texture0, vec2(vTexCoord.x - ( ( 0.1)*blurSize), vTexCoord.y - ( ( 1.1)*blurSize) ) );
c3 = texture2D(texture0, vec2(vTexCoord.x - ( (-1.1)*blurSize), vTexCoord.y - ( ( 1.1)*blurSize) ) );
c4 = texture2D(texture0, vec2(vTexCoord.x - ( (-1.1)*blurSize), vTexCoord.y + ( (-0.1)*blurSize) ) );
c5 = texture2D(texture0, vec2(vTexCoord.x + ( (-1.1)*blurSize), vTexCoord.y + ( (-1.1)*blurSize) ) );
c6 = texture2D(texture0, vec2(vTexCoord.x + ( (-0.1)*blurSize), vTexCoord.y + ( (-1.1)*blurSize) ) );
c7 = texture2D(texture0, vec2(vTexCoord.x + ( ( 1.0)*blurSize), vTexCoord.y + ( (-1.1)*blurSize) ) );
c8 = texture2D(texture0, vec2(vTexCoord.xy) );
//Original taken from "halloween" scene by totem(istripper)
//Adapted by z22 and then by TheEmu.
uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
const float blurSize = 1.5 / 1024.0;
const vec2 blur1 = vec2(+1.1,+0.1)*blurSize;
const vec2 blur2 = vec2(+1.1,-0.1)*blurSize;
void main(void)
{
// Apply a radialy symetric blur using 9 sample points comprising a
// central point, at the current pixel position, with 8 more at the
// corners of an octagon, though not a regular octagon.
vec2 vTexCoord = gl_TexCoord[0].xy;
vec4 c0 = texture2D ( texture0, vTexCoord );
vec4 c1 = texture2D ( texture0, vTexCoord + blur1.xy );
vec4 c2 = texture2D ( texture0, vTexCoord + blur1.yx );
vec4 c3 = texture2D ( texture0, vTexCoord - blur1.xy );
vec4 c4 = texture2D ( texture0, vTexCoord - blur1.yx );
vec4 c5 = texture2D ( texture0, vTexCoord + blur2.xy );
vec4 c6 = texture2D ( texture0, vTexCoord + blur2.yx );
vec4 c7 = texture2D ( texture0, vTexCoord - blur2.xy );
vec4 c8 = texture2D ( texture0, vTexCoord - blur2.yx );
gl_FragColor = ( c0 + c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 ) / 9.0;
}
const float blurSize = 4.5 / 1024.0;
const vec2 blur1 = vec2(+0.9238,+0.3826)*blurSize;
const vec2 blur1 = vec2(+0.9238,-0.3826)*blurSize;
.....X...X.....
...............
X.............X
.......X.......
X.............X
...............
.....X...X.....
X......X......X
...............
...............
X......X......X
...............
...............
X......X......X
uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
void main ()
{
vec4 Girl = texture2D ( texture0, gl_TexCoord[0].xy );
// Create a b/w image of the girl
gl_FragColor = vec4 ( vec3(Girl.r+Girl.g+Girl.b)/3.0, Girl.a );
// Discard values outside the range 0.55 to 0.57
if ( abs(gl_FragColor.r-0.56) > 0.01 ) { discard; }
}
uniform sampler2D texture0;
uniform vec2 wetBand;
varying vec4 gl_TexCoord[];
void main ()
{
vec4 Girl = texture2D ( texture0, gl_TexCoord[0].xy );
// Create a b/w image of the girl
gl_FragColor = vec4 ( vec3(Girl.r+Girl.g+Girl.b)/3.0, Girl.a );
// Discard values outside the range defined by WetBand
if ( abs(gl_FragColor.r-wetBand.x) > wetBand.y ) { discard; }
}
framebuffer {
size: 7680, 4320
id: WetLook
source: RadialBlur, 0
uniform: wetBand, vec2, 0.56, 0.01
shader: fragment, WetLook2.fsh
blend: false
}
//Contains code from .scn files by totem
//Adapted Z22
clip {
id: Clip
deny: inout, cage, top
}
////////////////////////////////////////////////////////////////////////////////
texture {
id: Girl
source: Clip
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id : fb0
pos : 1920, 1080
size: 3840, 2160
sprite {
opacity : 1.0
scale : 1.002, 1.002 // zoom out
hotspot : 0.5, 0.5
size : 1920, 1080
source : Girl
blend : false
}
}
framebuffer
{
id : fb2
pos : 960, 540
size : 1920, 1080
clipSprite {
source : fb0
blend : true
}
clipSprite {
pos : 0, 540
standingHeight : 875
sittingHeight : 625
source : Clip
blend : true
}
}
////////////////////////////////////////////////////////////////////////////////
framebuffer {
size : 1920, 1080
id : CA
source : fb2, 0
source : fb2, 1
source : fb2, 2
shader : fragment, ChromaticAberation3.fsh
blend : false
}
framebuffer {
size : 1920, 1080
id : RadialBlur
source : CA, 0
source : CA, 1
source : CA, 2
shader : fragment, RadialBlur2D.fsh
blend : false
}
////////////////////////////////////////////////////////////////////////////////
camera {
type : 2D
pos : 960, 540
size : 1920, 1080
sprite {
source : RadialBlur, 0
source : fb2, 1
shader : Combine3.fsh
}
}
uniform sampler2D texture0;
uniform float u_Elapsed;
const vec2 vTexCoord = gl_TexCoord[0].xy;
///////////////////////////////////////////////////////////////////////////////////////////
//DripG
vec2 Wibble(vec2 fm1)
{
vec4 Girl = texture2D ( texture0, vTexCoord ) ;
float Tits = (Girl.r + Girl.g + Girl.b + Girl.a)*0.01125 ;// higher = blacker
fm1 = fm1 - 0.0005;
vec2 xy = Tits*fm1 * sin(u_Elapsed*1.1025);
return fm1 + xy;
}
///////////////////////////////////////////////////////////////////////////////////////////
void main(void)
{
gl_FragColor = texture2D ( texture0, Wibble(vTexCoord) );
}
sprite {
source: image1
uniform : XXX, int, 1
shader : shader1
}
sprite {
source: image2
shader : shader2
}
sprite {
source: image1
uniform : XXX, int, 1
shader : shader1
}
sprite {
source: image2
uniform : XXX, int, 72
shader : shader2
}
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