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DrDoom9
Joined in Dec 2008

224 post(s)
January 8
Opacity in shader

@Wyldanimal

Can you enlighten me a little as to the code in a (fairly simple) shader?

I have downloaded @Calgon Carousel_1_12, and tried to understand the shader holdname3a.fsh.
It would simplify a lot of my permanent name code which I adopted from @TheEmu many moons ago.
However, it does not appear possible for me to increase the opacity of the permanent names developed by use of the shader.

Would a different holdname shader be more amenable?
Calgon
Joined in May 2022

314 post(s)
January 8 (edited)
Hi

@DrDoom9

The shader holdname3a.fsh was quite possibly derived from some code from @TheEmu originally and then hacked about by me in my usual messy way.

If you want to "increase the opacity" - I assume you mean "decrease the alpha" so that the name is more transparent you could try adding the line...

gl_FragColor.a *= 0.5;

...just before the final closing bracket in the code. This will halve the alpha level of whatever is output. You could hack this "0.5" about to get the level of opacity you want from 0... completely invisible to 1... unchanged.
Calgon
Joined in May 2022

314 post(s)
January 8
Correction...

The original code was from @WA adapted from "goldname.fsh" :

uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float u_Elapsed;
varying vec4 gl_TexCoord[];
float weight=0.14767;
// changes and additions by WyldAnimal of the totem occluding.fsh shader used
// here to make a static color clip name.

void main(void)

{
vec4 vTexCoord = gl_TexCoord[0];

vec4 occluding = texture2D(texture0, vec2(vTexCoord.x , vTexCoord.y )) ;
gl_FragColor = vec4(0.432,0.449,0.091,occluding.a);
}

DrDoom9
Joined in Dec 2008

224 post(s)
January 8
@Calgon
Thanks for the line of code. It works.
But I am afraid that most shader code is way beyond me!
Calgon
Joined in May 2022

314 post(s)
January 8
@DrDoom9

I think a lot of my mods to that code are redundant and in need of a tidy up.
Calgon
Joined in May 2022

314 post(s)
January 9
@DrDoom9

Here's a cleaner simpler version of holdname that I will add into future releases:

In the scene file define 4 variables for the colour and alpha level of the clipnamesprite :


clipNameSprite {
source: ClipA, 0
pos: 1230, -860, 0
scale: 0.75, 0.75
hotspot: 0.5, 0
uniform: set_r, float, 0.7
uniform: set_g, float, 1.0
uniform: set_b, float, 0.7
uniform: set_a, float, 0.1
shader: fragment, Shaders/Calgon/holdname4.fsh
}

..and the new holdname4.fsh

#version 130
uniform sampler2D texture0;
varying vec4 gl_TexCoord[];

// Bring in some uniform constants from the scene:
uniform float set_r; // Red
uniform float set_g; // Green
uniform float set_b; // Blue
uniform float set_a; // Alpha factor

void main(void)
{
vec4 vTexCoord = gl_TexCoord[0]; // Fixed function texture coordinates
gl_FragColor = texture2D(texture0, vec2(vTexCoord.x , vTexCoord.y )) ;
gl_FragColor.rgb = vec3(set_r,set_g,set_b);
gl_FragColor.a *= set_a;
}

17 lines down from 96 !
Wyldanimal
MODERATOR
Joined in Mar 2008

3832 post(s)
April 3 (edited)
With the assistance of the Team and some of the Members
we have conducted a fairly extensive search.

Even though we do not have conclusive results
I feel there is no other conclusion that can be made.

We have lost one of our Scene contributors.
It is with a sad heart that I say goodbye to @TheEmu

Your contributions to the Scene Community will long carry on.
Socialhazard
Joined in Nov 2020

1141 post(s)
April 3
I'm sorry to hear that, he was a part of this for a long time as a scene contributor and sometimes commenter as well as not afraid to mix it up on the forum at times. Certainly will by remembered by me though I knew him only a little.
ComteDracula
Joined in Aug 2017

1241 post(s)
April 3 (edited)
With the assistance of the Team and some of the Members
we have conducted a fairly extensive search.

Even though we do not have conclusive results
I feel there is no other conclusion that can be made.

We have lost one of our Scene contributors.
It is with a sad heart that I say goodbye to @TheEmu

Your contributions to the Scene Community will long carry on.

Triste nouvelle en effet.

@TheEmu a été un grand créateur et contributeur de scènes. Nous ne lui dirons jamais assez merci.

Si cela signifie son décès, je lui souahite de reposer en paix. Mes condoléances à sa famille.


Sad news indeed.

@TheEmu was a great scene creator and contributor. We can't thank him enough.

If this means his death, I wish him peace. My condolences to his family.
Calgon
Joined in May 2022

314 post(s)
April 3
With the assistance of the Team and some of the Members
we have conducted a fairly extensive search.

Even though we do not have conclusive results
I feel there is no other conclusion that can be made.

We have lost one of our Scene contributors.
It is with a sad heart that I say goodbye to @TheEmu

Your contributions to the Scene Community will long carry on.

@TheEmu helped so much with scene building and inspired me to build and learn, his code lives on 👍
wrightsayswow
Joined in Jul 2020

1097 post(s)
April 3
We have lost one of our Scene contributors.
It is with a sad heart that I say goodbye to @TheEmu
@Wyldanimal I ***** you're right. No posts since last September, having been a regular up to then.
No recent purchases of the shows either.

And as @Socialhazard said
not afraid to mix it up on the forum at times.
I was wondering what had happened to him just the other day.
RIP @TheEmu
dar2112v
Joined in Dec 2007

447 post(s)
April 4
It is with a sad heart that I say goodbye to @TheEmu

This is very sad news. RIP @TheEmu
willyweekly
Joined in Jul 2015

363 post(s)
April 4
Sad news. I hope he is at peace.
peterbanker
Joined in Jan 2009

214 post(s)
April 4
Sad news. I hope he is at peace.

Totally agree with @willyweekly
Alkasyn
Joined in Apr 2008

714 post(s)
April 4 (edited)
I've often disagreed with the man, but it's a damn shame to see another one of the regulars go.

We're all bound to leave at some point, but it's always sad for the ones left behind.
EverthangForever
Joined in Oct 2009

2432 post(s)
April 27 (edited)
Not sure what has happened to @EverthangForever he normally posts some a few times a month.

😕😧I hope he is well

He posted a comment on Rebecca Volpetti's card a couple of days ago so I assume he is OK but hasn't had time to do any new Full Screen Scenes

Hi All,
Like many others, I was deeply affected by the demise of @TheEmu who was mentor to us in so many ways. He had his good reasons for not joining Discord which I happen to agree with. The last straw for me was in February when Totem only accepted applications of Discord members as testers for new alpha ('experimental') versions of iStripper.

I understand anecdotely this policy may have since been reviewed, however I've not heard otherwise from Totem to say non Discord members are once again welcome as iStripper testers.
--
Bonjour à tous
Comme beaucoup d'autres, j'ai été profondément touché par la disparition de @TheEmu qui était notre mentor à bien des égards. Il avait ses bonnes raisons de ne pas rejoindre Discord, ce avec quoi je suis d'accord. La goutte d'eau qui a fait déborder le vase pour moi a été en février, lorsque Totem n'a accepté que les candidatures des membres de Discord en tant que testeurs pour les nouvelles versions alpha (« expérimentales ») d'iStripper.

Je comprends qu'anecdotement, cette politique a peut-être été revue depuis, mais je n'ai pas entendu le contraire de Totem dire que les non-membres de Discord sont à nouveau les bienvenus en tant que testeurs d'iStripper.
Philours
Joined in Feb 2019

1582 post(s)
April 27
Bonjour @EverthangForever,

Vous avez raison, nous avons perdu un grand contributeur a cette application en la personne de @TheEmu.😒
Je comprend votre désir d'éloignement, mais me réjouis d'avoir de vos nouvelles. Portez-vous bien, cher ami 😊

Hello @EverthangForever,

You are right, we lost a great contributor to this application in the person of @TheEmu.😒
I understand your desire for distance, but look forward to hearing from you. Be well, dear friend 😊
EverthangForever
Joined in Oct 2009

2432 post(s)
April 29 (edited)
Did anyone archive or get a copy of his website ? http://www.theemusnest.eu/
I notice it has been taken down since about two days ago 😢
Wyldanimal
MODERATOR
Joined in Mar 2008

3832 post(s)
April 29
I made a copy of what I think was everything.
Except for the Html web pages.
so it's just the files.

https://virtuastripper.net/TheEmu/
EverthangForever
Joined in Oct 2009

2432 post(s)
April 29 (edited)
Great, thanks a lot @WA. Its the comments in his code that are most helpful.
The html pages content is still available (in a roundabout sorta way) on the wayback machine
circa 2020 , if peeps want to find that 👍😉
Wyldanimal
MODERATOR
Joined in Mar 2008

3832 post(s)
12 days ago (edited)
Discussion for Viewing iStripper in the Quest VR Headset.
My Experience is with the Quest 2, but should be Similar to that of the newer Quest 3

I'm using a Multi-Screen Setup and Playing the FullScrene Scenes on Screen 2
So I have to Swap the Primary and Secondary Screens in side of the VR headset, before Turning on 3D SBS mode.

If you have a single Screen Setup, then you only Need to enable the SBS viewing mode.

On My PC, the SBS Scene looks like this.. A split Screen scene..
https://virtuastripper.net/VR/3D-SBS-001.jpg

In the VR headset, it has full depth.. The Scene background Image is Pushed back into the View
And the Model is well out in front of the view..
The Model is NOT 3D since they are not recorded in VD, but the Scene has Depth.
Better than just watching on a Flat Screen

What you Need:
The Scene
https://virtuastripper.net/WA_3D_SBS_2.zip

Your Quest VR Headset.

the Virtual Desktop app installed both on your PC and on your Headset.
It's a Paid App from the Quest store.

https://www.vrdesktop.net/
Download and install the PC Streamer on your PC

Then Purchase and Download the App for the Headset.
https://www.meta.com/experiences/2017050365004772/

Once the App is installed on the Headset.
run the Streamer on the PC.

Open iStripper on the PC

Put on your Headset and Start the Virtual Desktop App.
1st Connect to your Computer, and your Computer Screen will Show up in your Headset.
Now you VR pointer becomes the Mouse for your Screen(s)

If you have multi-Screens, and the Scene will play on Screen 2 of your PC
then you will have to Swap Screens in the Headset.

Point away from the Virtual Screen and click to bring up the screen control panel
Select the Swap Screen option.
https://virtuastripper.net/VR/Menu-Switch-Monitors.jpg

point and Click on the Start Scene
then click off of the Virtual Screen to show the Menu, and Select SBS mode.
for a 1080p screen Select Half SBS
https://virtuastripper.net/VR/Menu-Half-SBS.jpg

Now Instead of seeing the Split Screen View, you see the single 3D scene

you can then hover your pointer above the Virtual Screen and control the position, Size, Distance, and Curvature.

I say this in Advance,
Sorry for the Shakiness of these video captures.
But capturing what is Seen in the VR headset, never looks the way it does while wearing the Headset.

Headset Capture 1
https://virtuastripper.net/VR/VR-Scene-001.mp4

Headset Capture 2
https://virtuastripper.net/VR/VR-Scene-002.mp4

Headset Capture 3
https://virtuastripper.net/VR/VR-Scene-003.mp4
mkst
Joined in Dec 2009

79 post(s)
11 days ago
I mostly view iStripper via Virtual Desktop on Quest 3 and it's nice, even if only to get the big screen effect without other surrounding IRL environment distractions.

How complicated is it to convert a standard scene to an SBS scene?

Now you VR pointer becomes the Mouse for your Screen(s)
Have you noticed that the Quest controller "mouse clicks" don't work for the On/Off toggle and iStripper top bar menus?

For me, it used to work until before the new interface (not the 2.0 beta stuff). Now, it does nothing. I can, however, operate the upper-right menu drop-down menu.
Wyldanimal
MODERATOR
Joined in Mar 2008

3832 post(s)
11 days ago
Some can be converted and others can't

In the Orig Scene

you take the entire scene and replace the Camera with either a Node or Framebuffer.

you Make one for the Left Eye view, and then Make a duplicate for the Right Eye view.
you Shift the Views to the Left or Right depending on the Depth you want.

Left Eye --> Shift Left and Right Eye --> Shift Right = Deeper in to the Screen.

Left Eye --> Shift Right and Right Eye --> Shift Left = Pull out away the Screen.

Left Eye -->Right Eye --> same position = At the front of the Screen

If you want to have Scene items at different Depths, then each Item needs it's own and different
Left and Right Shift

Now you Create the Camera,
Width = 2X your Target Width
Height = Same as your Target Height
and add your FrameBuffers
One for the Left Eye view,
Scale it so the Width is 0.5 and the Height is 1.0
And Position it in the Camera's view to the Left

and One for the Right Eye View.
Scale it so the Width is 0.5 and the Height is 1.0
And Position it in the Camera's view to the Right

for a SBS 3D scene, the Width of the Left and Right Eye views get Stretched 2X.

That's pretty Much It.

Anything you can do in a Frame Buffer, can be turned into a SBS Scene.
Wyldanimal
MODERATOR
Joined in Mar 2008

3832 post(s)
11 days ago
Have you noticed that the Quest controller "mouse clicks" don't work for the On/Off toggle and iStripper top bar menus?

Yes, I've noticed that
VR Desktop clicks from the Quest controllers, are not seen by the iStripper app on All of its menus.
It works for Some clickable items but not all of them.

If you move the Actual Mouse instead of using the Quest Controller, you can see the Mouse pointer in the Virtual Screen.
But it's movement is slightly delayed.
Which makes it difficult to use.

Maybe a wireless trackball would be easier to use while wearing the Headset.

Wyldanimal
MODERATOR
Joined in Mar 2008

3832 post(s)
11 days ago
I mostly view iStripper via Virtual Desktop on Quest 3 and it's nice, even if only to get the big screen effect without other surrounding IRL environment distractions.

Yes, that is how I started with my Quest 2.
Just watching iStripper on a virtual Big Screen.

But then I had lost vision in my left eye, and using the VR headset was a No Go..
Anything requiring Stereo Vision was a loss.

I've got some Shadow vision back in my left eye, and while I can't read print or Text
I can see outlines and color well enough to give depth back to Stereo vision.

I actually can't tell how well it works.
I'm just creating the Left and Right views based on my Understandings of the Shifting of the Views.
So more or Less Math based.

Then I can Watch it, and tell it's got Depth, but It's not as clear for me as it should be.
mkst
Joined in Dec 2009

79 post(s)
10 days ago
Some can be converted
Do you think it's scriptable? 🤔
mkst
Joined in Dec 2009

79 post(s)
10 days ago
Have you noticed that the Quest controller "mouse clicks" don't work for the On/Off toggle and iStripper top bar menus?
I just found that disabling "Use touch input" in the Virtual Desktop Streamer settings fixes this.

Then Virtual Desktop uses standard mouse emulation, instead touch screen emulation.
mkst
Joined in Dec 2009

79 post(s)
10 days ago
BTW, I tried some of the SBS scenes and they give me an uncomfortable crossed-eye type feeling 😳

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