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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Tout sur iStripper

EverthangForever
Inscrit en Oct 2009

2459 message(s)
28 January 2022 (edited)
@WA - it's fun to experiment.

How VERY true Maestro . 😊. Updated the last zip with a scene including all your suggested options
for tweeking mouse coordinates and zoom in old FG140 . I have applied uniforms there which can be easily
varied by users at the .SCN level. The new scene now included is FG140WA.scn which deploys the shader GoldballsMod02WA.fsh

@ComteDracula . répéter re-télécharger / extraire est nécessaire:
https://scenes.virtuastripper.net/ET_FractalGarden137-142.zip
zip size = 265 Kb

Merci de votre patience. Je promets que c'est la dernière mise à jour appliquée pour cet ensemble 137-142
ComteDracula
Inscrit en Aug 2017

1266 message(s)
29 January 2022
@EvethangForever, Sorry, but 140WA is not working. It stays with a beige background.

@EvethangForever, Désolé, mais 140WA ne fonctionne pas. Il reste avec un fond d'écran beige.
Wyldanimal
MODÉRATEUR
Inscrit en Mar 2008

3909 message(s)
29 January 2022
In the Scn file FG140WA.scn

fix the name of the shader

From this
shader: fragment,Shaders/GoldballsMod02A.fsh

to this
shader: fragment,Shaders/GoldballsMod02WA.fsh

ComteDracula
Inscrit en Aug 2017

1266 message(s)
29 January 2022 (edited)
I made the change and FG140WA.scn works now. Thanks @Wyldanimal. 😊

J'ai fait le changement et FG140WA.scn fonctionne maintenant. Merci @Wyldanimal. 😊
EverthangForever
Inscrit en Oct 2009

2459 message(s)
29 January 2022 (edited)
Thanks again @Wyldanimal & @ComteDracula .. a case of me not seeing the forest for da trees typographically
so to speak.😊 Apologies..all good now guys !!!!!
https://scenes.virtuastripper.net/ET_FractalGarden137-142.zip
Socialhazard
Inscrit en Nov 2020

1150 message(s)
29 January 2022
@EverthangForever

Loving it so far (Fg127-148) but I can't test 'em all for smoothness just now. Race is on. Oh, but to go back a bit, FG125 is beige and FG126 is white screen of ***** disappointment. 😕😄

Have a great one. 👍😎
EverthangForever
Inscrit en Oct 2009

2459 message(s)
29 January 2022 (edited)
@Socialhazard good to see you back 👍pal ..
So FG125 and 126 are not compiling on your rig (?)
Thats interesting. Check you have the most recent updates
Lots of the earlier ones (same zip name) were wonky..first tries etc..
Nevertheless,I will look into it soon..Thanks lots
Socialhazard
Inscrit en Nov 2020

1150 message(s)
31 January 2022 (edited)
@EverthangForever

Thanks. 😀 No need to look into it. That worked, probably should have thought of that myself. 😳 😄 👍 😎

Edit: FG117 runs way slow, FG117A runs somewhat slow (seems to depend on the card), and FG148 and FG153 runs just a lil' slow.
EverthangForever
Inscrit en Oct 2009

2459 message(s)
3 February 2022 (edited)
I have started to pay more attention to
reducing the amount of stuttering movement
of models when a processor intensive shader
is used in a scene.

This occured after a recent WebGL conversion
https://scenes.virtuastripper.net/ET_FractalGarden165.zip
zip size = 5.72 Kb

The stuttered movemnt of the models was so bad
I had to re-edit both the shader and the .SCN
( as below) to make it watchable. To do this..
In the .SCN file:

1. Removed the shader's substrate texture altogether
and replaced that source with a nested quad at the
framebuffer to mount the shader.

framebuffer {
id: myquad01
size: 960, 540
quad {
size: 960, 540 //1920, 1080
hotspot: 0.0, 0.0
pos: 0, 0, 0
shader: fragment, Shaders/Undulating ColumnsMod01.fsh
}
}

2. Reduced the amount of processing required by using
a smaller sized quad (half the size of the original
1920 x 1080 mounting texture). you can go smaller but
the edges of graphics may start to break up.

3. At the sprite node used that same size to declare
the output of the shader as a 'sprite'. This also
allowed me to invert the shader output which I could
not have done if I had applied the shader directly on
a texture in the sprite node.

sprite {
hotspot: 0.5, 0.5
pos: 0, 0, 0
source: myquad01
size: 960, 540
scale: 1.0, -1.0// inverts the previous shader
}

4. Used Z placement of the 3D camera to best fit the shader
'sprite' for the screen rather than re-scaling the 'sprite'

In the shader:
Reduced precision from mediump to lowp

#ifdef GL_ES
precision lowp float;
#endif

By making the above changes, the stuttering became way less
noticeable. The only drawback to removing my 'good old' Beige.png
shader substrate is that slight artifacts are created now whenever
the clipnamesprite or logo become active.
ComteDracula
Inscrit en Aug 2017

1266 message(s)
3 February 2022
@EverthangForever,

I don't know if your scene was finished, but I uploaded your last link above of your scene, and I have a white wallpaper on ET_FractalGarden165. Thanks.


@EverthangForever,

Je ne sais pas si votre scène était terminée, mais j'ai téléchargé votre dernier lien plus haut de votre scène, et j'ai un fond d'écran blanc sur le ET_FractalGarden165. Merci.
EverthangForever
Inscrit en Oct 2009

2459 message(s)
3 February 2022 (edited)
Merci @ComteDracula,
Je pense avoir trouvé le problème.
Il a besoin de swizzles sur la ligne 179 et la ligne 186
Si cela fonctionne ici, je vais charger ces modifications et vous pouvez voir si cela compile

Thanks @ComteDracula,
I think I have found the problem.

It needs swizzle on line 179 change to
render(rc, gl_FragCoord.xy + vec2(x, y) / float(AA));

and swizzle on line 186 change to
texelFetch(iChannel1, ivec2(gl_FragCoord.xy) & 1023, 0).rgb / 200.;

If that works here, I will upload these changes and lets see if it compiles
edit: swizzle changes made to FG165 and zip re- uploaded
Philours
Inscrit en Feb 2019

1614 message(s)
3 February 2022
Merci pour tout ce travail @EverthangForever J'ai enfin eu le temps d'installer E.T Fractal 122 à 154 et tout est bien 👍
Je viens d'essayer FG165 mais mon fond reste gris-blanc 😟
Thank you for all this work @EverthangForever I finally had time to install E.T Fractal 122 to 154 and everything is fine 👍
I just tried FG165 but my background remains gray-white 😟
EverthangForever
Inscrit en Oct 2009

2459 message(s)
3 February 2022
Merci @Philours pour vos aimables paroles.
FG165 est un problème mais rien ne montre de défaut sur mon PC,
Votre vghd.log affiche-t-il une erreur ?

Thank you @Philours for your kind words.
FG165 is a problem however nothing shows fault on my PC,
Does your vghd.log show an Error ?
Philours
Inscrit en Feb 2019

1614 message(s)
3 February 2022
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:57 fullscreen: [NodeAnimation::set] WARNING[Unknown curve "pingpong" for node ""]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:11[] WARNING[QOpenGLShader::compile(Fragment): WARNING: 0:2: '' : #version directive missing
ERROR: 1:163: 'textureLod' : no matching overloaded function found (using implicit conversion)
ERROR: 1:163: 'textureLod' : function is not known
WARNING: 1:186: 'function' : is not available in current GLSL version texelFetch]
2022-02-03T13:13:11[] WARNING[*** Problematic Fragment shader source code ***]
2022-02-03T13:13:11[] WARNING[#define lowp
#define mediump
#define highp
//Undulating ColumnsMod01.fsh by fizzer

//https://www.shadertoy.com/view/WlXXDH

// Licence CC0

// Adapted, trivialy, for use in VGHD player

uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.

uniform vec2 u_WindowSize; // This is the dimensions of the viewport.

uniform sampler2D iChannel0;

uniform sampler2D iChannel1;
Philours
Inscrit en Feb 2019

1614 message(s)
3 February 2022
Voici ce que donne mon vghd @ET Après l'avoir supprimé et lancé la scène. Si cela peut aider?
This is what my vghd @ET looks like After deleting it and running the scene. If it can help?
EverthangForever
Inscrit en Oct 2009

2459 message(s)
3 February 2022 (edited)
Oui merci @Philours .
Le problème est l'incompatibilité avec votre version PC de GLSL

ERROR: 1:163: 'textureLod' : no matching overloaded function found (using implicit conversion)
ERROR: 1:163: 'textureLod' : function is not known
WARNING: 1:186: 'function' : is not available in current GLSL version texelFetch]

Il semblerait @Comte dracula ait le même problème de version GLSL
---
Yes thank you @Philours .
The problem is the incompatibility with your PC version of GLSL
It would seem @Comte dracula has the same GLSL version problem
Philours
Inscrit en Feb 2019

1614 message(s)
3 February 2022 (edited)
Merci d'avoir examiné cela @EverthangForever 👍 Pas de soucis, déjà beaucoup de vos réalisations pour me divertir 👌
Thanks for reviewing this @EverthangForever 👍 No worries, plenty of your accomplishments already to entertain me 👌

Je ne sais pas pour @ComteDracula, on va attendre de ses nouvelles 😊 Mais oui ma machine n'est pas HIGH_TECH 😀
I don't know about @ComteDracula, we'll wait for news 😊 But yes my machine is not HIGH_TECH 😀
EverthangForever
Inscrit en Oct 2009

2459 message(s)
3 February 2022
@Philours bon de vous voir répondre ici. Votre aide est très précieuse.
Il semblerait que les shaders Shadertoy produisent beaucoup plus de ces erreurs ces derniers temps dans
systèmes graphiques plus anciens.
Désormais, il peut être nécessaire pour nous de n'utiliser que des shaders GLSLSandbox qui utilisent une version inférieure de GLSL à l'avenir.

It would appear Shadertoy shaders are producing many more of these errors lately in
older graphics systems.

Henceforth, It may be necessary for us to only use GLSLSandbox shaders which use a lower version of
GLSL in future.
ComteDracula
Inscrit en Aug 2017

1266 message(s)
3 February 2022
Voici pour moi.


2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VENDOR: NVIDIA Corporation]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_RENDERER: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VERSION: 4.6.0 NVIDIA 511.65]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL version: "4.6"]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture units: 32]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture max size: 32768]
2022-02-03T07:55:10[] WARNING[QOpenGLShader::compile(Fragment): 0(164) : error C7011: implicit cast from "vec3" to "vec2"
0(172) : warning C7533: global variable gl_FragColor is deprecated after version 120
0(180) : error C7011: implicit cast from "vec4" to "vec2"]
2022-02-03T07:55:10[] WARNING[*** Problematic Fragment shader source code ***
#version 130
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;

Philours
Inscrit en Feb 2019

1614 message(s)
3 February 2022
Je ne peux que vous croire sur ces aspects techniques @EverthangForever 😊 La technologie évolue très rapidement Il est difficile pour tout le monde de rester continuellement à la pointe du progrès 😕 Faites pour un mieux mais ne ralentissez pas votre travail pour cela 😀
I can only believe you on these technical aspects @EverthangForever 😊 Technology is changing very quickly It's hard for everyone to stay continuously on the cutting edge 😕 Do for a better but don't slow down your work for it 😀
EverthangForever
Inscrit en Oct 2009

2459 message(s)
3 February 2022 (edited)
C'est là que je ne comprends pas la différence dans nos PC.
Ils se ressemblent beaucoup - les spécifications ..
Pourquoi votre carte graphique ne compile-t-elle pas cela, alors que la mienne compile sans afficher d'erreur ?
Cela n'a pas de sens pour moi.

ET's PC has GeForce GT 730 with
OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

ComteDracula PC has GeForce GTX 1060 with
OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

Philours PC ( Je pense que c'est GLSL 4.60 NVIDIA) et dit
'texelFetch' not available in current GLSL version (?)
Philours
Inscrit en Feb 2019

1614 message(s)
3 February 2022
UHD Graphics 630 😕
ComteDracula
Inscrit en Aug 2017

1266 message(s)
3 February 2022 (edited)
@Wyldanimal can, perhaps, clear this up?

@EverthangForever, I don't know about this, but wasn't there something about this problem? I thought I saw this in @Wyldanimal's explanations of others scenes. But I could be wrong of course.

0(180) : error C7011: implicit cast from "vec4" to "vec2"]


@Wyldanimal peut, peut-être, éclaircir tout cela ?

@EverthangForever, je ne m'y connais pas, mais il n'y avait pas quelquechose avec ce problème ? J'ai cru voir cela dans des explications de @Wyldanimal sur d'autres scènes. Mais je peut me tromper évidemment.

0(180) : error C7011: implicit cast from "vec4" to "vec2"]
Socialhazard
Inscrit en Nov 2020

1150 message(s)
3 February 2022
NVIDIA GeForce GTX 970
OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]

2022-02-03T08:30:50[] WARNING[QOpenGLShader::compile(Fragment): 0(164) : error C7011: implicit cast from "vec3" to "vec2"

Similar problem as @ComteDracula .
Wyldanimal
MODÉRATEUR
Inscrit en Mar 2008

3909 message(s)
3 February 2022 (edited)
ET FG165

For the shader
Undulating ColumnsMod01.fsh

add this header as the 1st 3 lines

#version 460
#extension GL_EXT_gpu_shader4 : enable
#define lowp

then delete the entire line starting #extension on line 15

#extension GL_EXT_gpu_shader4 : enable

then add the Swizzle on line 165
Change it from this
gl_FragColor.rgb += textureLod(iChannel0, r, 5.).rrr * fr * sh2;

to This
gl_FragColor.rgb += textureLod(iChannel0, r.xy, 5.).rrr * fr * sh2;
Wyldanimal
MODÉRATEUR
Inscrit en Mar 2008

3909 message(s)
3 February 2022 (edited)
Also
none of this is used in the shader so it can all be deleted


#define PI 3.141592654
#define iMouse AUTO_MOUSE
#define MOUSE_SPEED vec2(0.5,0.577777) * 0.2
#define MOUSE_POS vec2((1.0+cos(iTime*MOUSE_SPEED))*u_WindowSize/2.0)
#define MOUSE_PRESS vec2(0.0,0.0)
#define AUTO_MOUSE vec4( MOUSE_POS, MOUSE_PRESS )

don't delete this line, it's needed
const float pi = 3.14159265358979323;
Wyldanimal
MODÉRATEUR
Inscrit en Mar 2008

3909 message(s)
3 February 2022
Since iStripper doesn't support input channels the same as that of ShaderToy
we can eliminate all of the codes related to the HDR input and texturing input

and we aren't making AA passes, so we can get rid of the AA loops.

here is then whats left.


#version 460
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
#define iResolution u_WindowSize
#define iTime u_Elapsed //*0.31416

const float pi = 3.14;
float pieceDist(vec3 p, float th, int n, float r, float rs)
{
vec2 delta = vec2(sin(th), cos(th));
float y = 0.;
float d = dot(vec2(delta.y, -delta.x), vec2(length(p.xz) - r, p.y - y));
float r0 = 0.;
float l = length(p.xz);
for(int i = 0; i < n; ++i)
{
r0 = (.07 + cos(float(i + n) + iTime / 2.) * .04) * rs;
y += delta.y * r0;
r += delta.x * r0;
float td = length(vec2(l - r, p.y - y)) - r0;
if((i & 1) == 0)
d = min(d, td);
else
d = max(d, -td);
y += delta.y * r0;
r += delta.x * r0;
}
return max(d, p.y - y);
}

vec4 piece(vec3 p, vec2 org, float th, int n, float r, float rs)
{
return vec4(org.x, org.y, pieceDist(p - vec3(org.x, 0, org.y), th, n, r, rs), r);
}

vec4 u(vec4 a, vec4 b)
{
return a.z < b.z ? a : b;
}

vec4 scene(vec3 p)
{
vec4 res = vec4(0, 0, 1e4, 0);
res = u(res, piece(p, vec2(0), -.2, 13, .5, 1.));
res = u(res, piece(p, vec2(1.5, 0), -.0,9, .2, 1.));
res = u(res, piece(p, vec2(-.7, -.9), -.0, 8, .3, 1.3));
res = u(res, piece(p, vec2(-1.5, .1), -.5, 5, .8, 2.));
res = u(res, piece(p, vec2(.5, .7), -.05, 12, .2, 1.));
res.z = min(res.z, p.y);
return res;
}

float map(vec3 p)
{
return scene(p).z;
}

// Soft shadow for SDF, from IQ and Sebastian Aaltonen:
// https://www.shadertoy.com/view/lsKcDD
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax, int technique, float s )
{
float res = 1.0;
float t = mint;
float ph = 1e10; // big, such that y = 0 on the first iteration

for( int i=0; i<55; i++ )
{
float h = map( ro + rd*t );

// traditional technique
if( technique==0 )
{
res = min( res, s*h/t );
}
// improved technique
else
{
// use this if you are getting artifact on the first iteration, or unroll the
// first iteration out of the loop
//float y = (i==0) ? 0.0 : h*h/(2.0*ph);

float y = h*h/(2.0*ph);
float d = sqrt(h*h-y*y);
res = min( res, s*d/max(0.0,t-y) );
ph = h;
}

t += h;

if( res<0.0001 || t>tmax ) break;

}
return clamp( res, 0.0, 1.0 );
}

// Forward-difference SDF gradients.
vec3 distG(vec3 p)
{
vec2 e = vec2(1e-4, 0);
return vec3(map(p + e.xyy), map(p + e.yxy), map(p + e.yyx)) -
vec3(map(p - e.xyy), map(p - e.yxy), map(p - e.yyx));
}

void render( out vec4 gl_FragColor, in vec2 gl_FragCoord )
{
vec2 uv = gl_FragCoord.xy / iResolution.xy * 2. - 1.;
uv.x *= iResolution.x / iResolution.y;

vec3 ro = vec3(-.3, .8, 4.2), rd = normalize(vec3(uv, -3.));

float t = 2.5;
for(int i = 0; i < 110; ++i)
{
float d = map(ro + rd * t);
if(abs(d) < 1e-4)
break;
if(t > 10.)
break;
t += d;
}

vec3 rp = ro + rd * t;

vec3 n = normalize(distG(ro + rd * t));
vec3 r = reflect(rd, n);
vec3 ld = normalize(vec3(-1, 1, 1));
float sh = calcSoftshadow(ro + rd * t, ld, 1e-2, 1e3, 0, 2.);
float sh2 = calcSoftshadow(ro + rd * t, r, 1e-2, 1e3, 0, 10.);

vec3 diff = .5 + .5 * cos(rp.y * vec3(3, 2, 5) * .5 + vec3(.6, 0, .6));

vec4 sp = scene(rp);
diff = mix(vec3(1), diff, smoothstep(.1, .12,abs(fract(.1 + atan(rp.z - sp.y, rp.x - sp.x) / pi * 5.) - .5)));

if(abs(rp.y) < 1e-2 || t > 9.)
diff = vec3(.5, .75, 1.) * smoothstep(-.1, .15, distance(rp.xz, sp.xy) - sp.a);

gl_FragColor.rgb = diff;

gl_FragColor.rgb *= mix(.5, 1., sh) * vec3(max(0., .6 + .4 * dot(n, ld)));

}
void main( void )
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
gl_FragColor.a = 1.;
gl_FragColor.rgb = vec3(0);

// Anti-aliasing loop

vec4 rc;
render(rc, gl_FragCoord.xy);
gl_FragColor.rgb += clamp(rc.rgb, 0., 1.);


gl_FragColor.rgb = pow(clamp(gl_FragColor.rgb, 0., 1.), vec3(1. / 2.2));
}
EverthangForever
Inscrit en Oct 2009

2459 message(s)
4 February 2022 (edited)
@WA all good now. Thank you so much again !!!!!
added changes above incl. to top line in da shader as below.
I included your latest shader changes without the AA Loops as FG165WA.scn
for use with Undulating ColumnsMod02WA.fsh
so peeps can compare the two shaders.

#version 460
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod02WA.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player

all is working fine on my end. Updated FG165.zip on server to use FG165WA.scn
Guys please re-download / extract etc. thanks lots
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tout fonctionne bien de mon côté. Mise à jour de FG165 sur le serveur.
Les gars s'il vous plaît re-télécharger / extraire etc. merci beaucoup

https://scenes.virtuastripper.net/ET_FractalGarden165.zip

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