No you didn't, your just being nice.😎 ...😕 I think. Not like I am checking your work. Because I can't.
Maybe i didnt notice that type was upside down, but most of my scenes have shaders as inputs to other shader and never had a problem with y being flipped.@Calgon Could i see your scn code plz?
Updated FG738 in the zip. ie: corrected left-right model orientationre-captioned & now uses only Refract.fsh & way less fb as per SPV1.1https://scenes.virtuastripper.net/ET_FractalGarden737-750.zip
Updated FG738 in the zip. ie: corrected left-right model orientationre-captioned & now uses only Refract.fsh & way less fb as per SPV1.1https://scenes.virtuastripper.net/ET_FractalGarden737-750.zip
text: Info/infoFractalGarden738.txt
logo: Info/small_logoFractalgarden738.png
minVersion: 1.2.0.80
//uses Refract.fsh from Z22_SexualPredetor_V'1.1.scn by @ Z22
clip
{
id: Clip
deny: top
//allow: pole
}
texture
{
id: BG2
source: Textures/Beige01.png
size: 3840, 2160
}
framebuffer
{
id: BG
source: BG2
size: 3840, 2160
pos: 1920, 1080
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: Girl
size: 3840, 2160
pos: 1320, 1080
clipSprite
{
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip
scale: -1, 1
}
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
size: 3840, 2160
pos: 1320, 1080
id: Refract
sprite
{
source: Girl, 0
source: BG, 1
// source: Girl02, 2
// source: Girl03, 3
// shader: fragment, Shaders/z22/GetNormal3Oct.fsh
shader: fragment, Shaders/z22/Refract.fsh
}
}
////////////////////////////////////////////////////////////////////////////////
camera
{
type: 2D
size: 3840, 2160
pos: 1920, 1080
sprite
{
source: BG
}
sprite
{
source: Refract
}
}
@Z22 @EverthangForever
Updated FG738 in the zip. ie: corrected left-right model orientationre-captioned & now uses only Refract.fsh & way less fb as per SPV1.1https://scenes.virtuastripper.net/ET_FractalGarden737-750.zip
Just tinkering around with that one with the new code and I found that if I offset the clip to the left, the refracted version has the wrong background. I tried offsetting the framebuffer to the same new position but that didn't fix it.
framebuffer
{
id: BG
source: BG2
size: 3840, 2160
pos: 1920, 1080
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}
framebuffer
{
id: BG
source: BG2
size: 3840, 2160
pos: 1920, 1080
sprite
{
source: BG2, 0
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}
}
@Calgon.. I had a look at your changes..(above). Its tricky with shader backgrounds.
Looks like the shader wants to re-center in the clipsprite's original (starting) quad.
I'm not overly familiar with 2D camera adjustments to suit shader backgrounds nested
in a clipsprite or vice versa...better to ask @Z22 or @TheEmu how offsetting your clipspite
pos affects this when using a 2D camera.
@EverthangForever @Z22
@Calgon.. I had a look at your changes..(above). Its tricky with shader backgrounds.
Looks like the shader wants to re-center in the clipsprite's original (starting) quad.
I'm not overly familiar with 2D camera adjustments to suit shader backgrounds nested
in a clipsprite or vice versa...better to ask @Z22 or @TheEmu how offsetting your clipspite
pos affects this when using a 2D camera.
I'd got the original version working just fine, with two girls and their invisibility coming on and off at different times using additional "uniform" parameters in the SCN fed through to the shader....but at the mo. with this "refract" version the background seems to be offset.
float mul1 = 1530.0*BG.r;
float mul2 = 1560.0*BG.g;
float mul3 = 1590.0*BG.b;
text: Info/infoFractalGarden738.txt
logo: Info/small_logoFractalgarden738.png
minVersion: 1.2.0.80
//uses GetNormal3Oct.fsh from Z22_SexualPredetor.scn by @ Z22
clip
{
id: Clip
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
// allow: pole
}
clip
{
id: Clip2
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
//allow: pole
}
texture
{
id: BG2
source: Textures/Beige01.png
size: 3840, 2160
}
framebuffer
{
id: BG
size: 3840, 2160
pos: 1920, 1080
sprite
{
source: BG2
//shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
shader: fragment, Shaders/Calgon/Face3.fsh
}
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
id: Girl01
size: 3840, 2160
// pos: 1920, 1080
pos: 1520, 980
clipSprite
{
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip
}
}
framebuffer
{
id: Girl02
size: 3840, 2160
// pos: 1920, 1080
pos: 2320, 980
clipSprite
{
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip2
}
}
////////////////////////////////////////////////////////////////////////////////
framebuffer
{
size: 3840, 2160
pos: 1920, 1080
id: Refract
sprite
{
source: Girl01, 0
source: BG, 1
uniform: t_offset, float, 0.0 // Original 0
uniform: t_factor, float, 1.0 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}
framebuffer
{
size: 3840, 2160
pos: 1920, 1080
id: Refract2
sprite
{
source: Girl02, 0
source: BG, 1
uniform: t_offset, float, 5.0 // Original 0
uniform: t_factor, float, 1.3 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}
////////////////////////////////////////////////////////////////////////////////
camera
{
type: 2D // Dont need 3D cam for what you are dong here.
size: 3840, 2160
pos: 1920, 1080
//pos: 0, 0, 2600 // z not required in 2D camera
//target: 0, 0, 0 //not required in 2D camera
sprite
{
source: BG
}
sprite
{
//pos: 0, 0 // pos has already been defined Girl01, these are offsets to the previous definition not absolutes.
source: Refract
}
sprite
{
//pos: 0, 0 // dito
source: Refract2
}
clipNameSprite {
source: Clip
pos: -620, 680 // 2D
//scale: 1.0, 1.0 // does nothing.
//rot: 0, 0, 0 //dito
}
clipNameSprite {
source: Clip2
pos: 620, 680
//scale: 1.0, 1.0
//rot: 0, 0, 0
}
}
text: Info/infoFractalGarden738.txt
logo: Info/small_logoFractalgarden738.png
minVersion: 1.2.0.80
//uses Refract.fsh from Z22_SexualPredetor_V'1.1.scn by @ Z22
// amendments by @Z22
clip {
id: Clip
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
// allow: pole
}
clip {
id: Clip2
deny: top, table
nameGlowColor: 0.77, 0.70, 0.35
//allow: pole
}
texture {
id: BG2
source: Textures/Beige01.png
size: 3840, 2160
}
framebuffer {
id: BG
size: 3840, 2160
pos: 1920, 1080
sprite {
source: BG2
shader: fragment, Shaders/KilledByAPixel/GeodeMod01.fsh
}
}
framebuffer {
id: Girl01
size: 3840, 2160
pos: 820 , 980 //1520, 980
clipSprite {
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip
scale: -1, 1
}
}
framebuffer {
id: Girl02
size: 3840, 2160
pos: 3000, 980 //2320, 980
clipSprite {
pos: 0, 1080
standingHeight: 1800
sittingheight: 1500
source: Clip2
scale: -1, 1
}
}
framebuffer {
size: 3840, 2160
pos: 1920, 1080
id: Refract
sprite {
source: Girl01, 0
source: BG, 1
uniform: t_offset, float, 0.0 // Original 0
uniform: t_factor, float, 1.0 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}
framebuffer {
size: 3840, 2160
pos: 1920, 1080
id: Refract2
sprite {
source: Girl02, 0
source: BG, 1
uniform: t_offset, float, 5.0 // Original 0
uniform: t_factor, float, 1.3 // Original 1
shader: fragment, Shaders/z22/Refract.fsh
}
}
////////////////////////////////////////////////////////////////////////////////
camera {
type: 2D
size: 3840, 2160
pos: 1920, 1080
sprite {
source: BG
}
sprite {
//pos: 0, 0 // pos has already been defined Girl01, these are offsets to the previous definition not absolutes.
source: Refract
}
sprite {
source: Refract2
}
clipNameSprite {
source: Clip
pos: -620, 680 // 2D
}
clipNameSprite {
source: Clip2
pos: 620, 680
}
}👍
@Z22 yeah, and scale: -1, 1Goddamit. :D
vec2 Offset = vec2(0.15) / textureSize0; //vec2(1.0)and by adding a size-less sprite at the tail end of the .scn..
sprite {
pos: 0, 0 // 1080
opacity: 0.10
source: Girlcomp
}
col.rg = clamp( (l1+l2+l3), -0.025, 0.025)*2.0;seems to be getting rid of the huge return on high contrast edges (black skirt to body, or just eyebrows) but is making the effect "blocky" . Will prob have to blur it before it goes into bump.fsh, i was hopeing to avoid that though.
if(Girl.a != 0.0)where the girl is and modifiied the bump to do the same so its not wasting resources lighting empty space. Should be able to have a lot more lights.
Clamping the red & green sounds like a good approach for da hands & faces.
Hope that doesn't dull the rest of it down too much. Totems early card models had
quite distinct blue outline edge lines at one stage until they filtered them out
somehow.
gl_FragColor = vec4( FinalColor.rgb, Girl.a);in bumpSolo.fsh, edit if you want a backround.
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