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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  掲示板 / iStripperに関する全て

Z22
Joined in Aug 2017

1166 投稿
June 12, 2018
oops..

delete
///////////////////
float Gre = G4.g;
float Red = G4.r;
////////////////////


change
////////////////////
highp vec3 OutV = vec3( G4.r, G4.g, G4.b ) ;// alt normal map
////////////////////
Z22
Joined in Aug 2017

1166 投稿
June 12, 2018
If you want to use a animated normal map insted just create a framebuffer with the quad and the relavant shader and use that as the normal map input to the refract shader


framebuffer
{
id: Water
pos: 960, 540
size: 1920, 1080

quad { // Non textured quad polygon.
size: 1920, 1080
pos: -960, -540
hotspot: 0, 0
shader: fragment, Anim/water.fsh
}
}
DANO70
Joined in Feb 2008

741 投稿
June 12, 2018 (edited)
@Z22

I'm getting a 404 page not found for the latest scene set ?


Never mind I just read what @E.T. said.

Correction still says it with browser paste.
Z22
Joined in Aug 2017

1166 投稿
June 12, 2018 (edited)
You need to copy the whole line including the _
DANO70
Joined in Feb 2008

741 投稿
June 12, 2018
Ahhh got it now Thanks.
DANO70
Joined in Feb 2008

741 投稿
June 12, 2018
Now that is some cool stuff right there... Love it and the "potato" version sprouts smoothly👍😂
Z22
Joined in Aug 2017

1166 投稿
June 12, 2018
DANO70
Joined in Feb 2008

741 投稿
June 12, 2018
I bow to you shader gods...👌
Z22
Joined in Aug 2017

1166 投稿
June 12, 2018 (edited)
I am surprised no one else thought of swapping the inputs to the refract shader(not that i have seen anyway), i posted it months ago and hinted at it. Am waiting to see if anyone realises what can be done with another shader i posted ages ago, but i may just sort it out myself if i fancy a headache.

clue...normal map
EverthangForever
Joined in Oct 2009

2477 投稿
June 12, 2018 (edited)
Well we've been mounting shaders directly on textures
either in a frame buffer before the camera node or after
it for quite some time. We haven't really got into using
fragment shaders nested in framebuffers & mounted on
2048 x 2048 png substrates as ways to distort 1920 x 1080 jpg
backgrounds using maps. Its very interesting this . Thanks lots :-)

To help me understand the effect, I had to first use a plain transparent
.png at 2048 x 2048 as a normal map at first, then uncomment each in turn of:

shader: fragment, Anim/floating.fsh
//shader: Anim/water.fsh
//shader: Anim/paint.fsh
//shader: Anim/clouds.fsh
//shader: Anim/fireplasmaup.fsh

Its a remarkable live *****/embossing effect (above) .
I haven't tried any of your earlier shaders in lieu of these
because yours are generally clipsprite focussed & don't generally run
as 'stand alones' quite the way Totem's .fsh do on textures.

Also, I've been trying to slow down your Trippys forward motion using scaling like
#define iGlobalTime u_Elapsed * 0.0864 for every shader in the .scns
without success. Is there some other way we could use to slow em down a tad ?
Z22
Joined in Aug 2017

1166 投稿
June 13, 2018 (edited)
Trippy's motion is controled by scale: and hotspot: in the feedbackbuffer in the .scn (except in the trippy refract(something weird going on in refractopel with the camera z and CMul)

The girl is just a texture too, most if not evey shader will work on the girls and textures. EG:- your recent sphere scene can have the girl on the ball if you want. That being said, the feedback buffer is not much use with non animated/moving textures.

BTW, if you are using the feedbackbuffer there can be no textures of any type in the dir the texture node points to or it will break the bug.
DANO70
Joined in Feb 2008

741 投稿
June 13, 2018 (edited)
I am really likeing this @Z22 the more I use it. It's like she's in front of a huge piece of stained glass. If one of you shader gods figure out how to slow it down in Trippy_Potato_Refract a bit I would like know as well. I'm really impressed😊
Z22
Joined in Aug 2017

1166 投稿
June 14, 2018
I did try at first but couldn't get the zoom(z quantity and CMUL vars in the refract shader) down without it causing a corner biased scale, to reduce it as far as i have i had to reverse the scale in the .scn for the framebuffer. I did only try for a few mins though...
DANO70
Joined in Feb 2008

741 投稿
June 14, 2018
@Z22

That's ok. I still love it. I'm a shader dummy so I won't even try to make since of the actual code...😂
EverthangForever
Joined in Oct 2009

2477 投稿
June 19, 2018 (edited)
http://www.istripper.com/forum/thread/29408/24?post=583746
iStripperに関する全て / Share your FullScreen - Member Created Scenes here
Jun 19 Using opacity animations to vary the pingpong monotony of a Tunnel A's travel path. Shows intermittant use of 2 merging Tunnels: one set straight for a while, and the other then skewing it to t...
ET - FractalGarden038 started off as a 'before' example for a
project to replace opacity animations with texture flips
using SwapBG.fsh, however I got bogged down trying
to understand, (let alone adapt to tex swaps) the scheduling of @TheEmu 's
TheEmuLib.Pulse_RGBA.B.0?.fsh shaders in his Library ~ TheEmuLib.Scheduling
so its still in the veryhardtoohard basket

I don't think the pulse shaders in the Lib are compiling, atm cos I cannot see
any visual differences in the 6 pane pulse .scn examples Emu has shown there. :-/😪
EverthangForever
Joined in Oct 2009

2477 投稿
R2D34ever2
Joined in Dec 2007

351 投稿
June 21, 2018
LOL..Great Thank You @polymorph for the Swingset zip.. I like it a lott.
I only Have one question ... How the **** did they get on there ??
Z22
Joined in Aug 2017

1166 投稿
June 21, 2018 (edited)
Reflection shader example.

The background is used as an input to the shader and used as the background so you can see how it affects the *****. Several example backgrounds included, press down arrow to change(it's random so you may get the same one multiple times)

https://drive.google.com/open?id=1Aor9Puv9YCEFW-T5UHx9X7x7mJcLFCSo

in shader there are unidirectional and bidirectional versions so just comment one out and enable the other to see the differance.

This isn't that much different to the refraction shader but i have included it just for compleatness.

Have fun with hall of mirror scenes...
Z22
Joined in Aug 2017

1166 投稿
June 23, 2018
Not sure if i like this one or not
Z22
Joined in Aug 2017

1166 投稿
June 24, 2018
Hmm... looks like paintstripper... PaintStripper :D
stefnev1
モデレータ
Joined in Jul 2008

4589 投稿
June 24, 2018
Not bad, but ***** 😕
Z22
Joined in Aug 2017

1166 投稿
June 24, 2018
Getting closer to the effect i have been chasing. Problem now is that i have to overlay the clean girl and they have a black outline which messes up the effect. Picture 4 is without the overlay.
Z22
Joined in Aug 2017

1166 投稿
June 24, 2018
Ahhh, fixed it.
Z22
Joined in Aug 2017

1166 投稿
June 24, 2018 (edited)
Anyone for colour cycling rainbow fake particle smoke?
EverthangForever
Joined in Oct 2009

2477 投稿
June 25, 2018
Z22
Joined in Aug 2017

1166 投稿
June 25, 2018
Yeh, i know. Hopefully they won't fix the bug that it exploits. You could try messing with the shader itself, mostly the .fsh's are just messing with offsets afterall.
EverthangForever
Joined in Oct 2009

2477 投稿
June 28, 2018
http://www.istripper.com/forum/thread/29408/25?post=584553
iStripperに関する全て / Share your FullScreen - Member Created Scenes here
Tks @Steffy 😊 29 June Updated using same .scn file & zip names as above. Pls allow merging of folders & file replacement during extraction to your../scenes folder zipsize = 19.8 MB http://scenes.virtu...
Updated (today above link) ET_FractalGarden40.scn plus fixed some gremlins..

Improved aesthetics incl. new glass stage
with enhanced reflections
Tidied up awful inefficient code incl:
Eliminated duplicate main tunnel
and its redundant opacity animations.
Labelled masking better in the comments
Eliminated glariness in the show. It now
looks waay better & dwells better on
each models' closeup work

Z22
Joined in Aug 2017

1166 投稿
June 28, 2018
@ET, is one of the anims timing a bit off as the girl comes off the fromt of the mirror when it goes back?
Z22
Joined in Aug 2017

1166 投稿
June 28, 2018
Girl and reflection have OutExpo, pos, -69, -55, 80
stage has linear, pos, 0, 37.5, 100

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