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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Форум / Всё о iStripper

Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
DrDoom9
Присоединился в Dec 2008

224 Сообщения
25 November 2021
There is a (comparitively) ***** issue relating to All the Totem-created fullscreen 'example' scenes.

Many of us have realised this before, but having just gone through them, I thought it worth reiterating,
Without exception, they fail to treat asymmetric clips (those with writing on clothing, an als many more with tattoos) correctly. Example cards which display incorrectly are: Nesty a0236, Alice Saint a1057, Christy White f0899.

The scenes affected are: Background 2D, Bare Elegance, Bikinis, Bloom, Clouds, Fire, Floating Lenses, Halloween, Paris Penthouse Club, Paint, Perforations, Sky Ride, Water, Whisper Club, Xmas and XmasLive. (There may be others as I am not necessarily completely up to date.)

All require a "scale: -1, 1" clause in the main clipSprite clip to offset the display of a mirror image.
Some care must be taken as the amendment must not be made to clips of reflections, as the clause messses up the reflection alignment. This is quite trivial in all but the Xmas and XmasLive scenes in which almost the entire scene is constructed using framebuffers.

I know this has been discussed before, but I thought it worth repeating.
Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
30 December 2021
https://www.istripper.com/forum/thread/29408/71?post=733851
Всё о iStripper / Share your FullScreen - Member Created Scenes here
Here are links to the Scenes The Christmas Sketch Scene Un Zip it to the iStripper Xmas Scene folder https://scenes.virtuastripper.net/WA-XmasSketch.zip Sample Image https://scenes.virtuastripper.net/...
The Low Resolution Happy New Year Scene

20 explosions using 100 particles each

//#################################################################
framebuffer { //low resolution display
// size = 1920 x 1080 divided by 8 = 240 x 135
id: Fireworks
size: 240, 135 // Size
quad {
size: 240, 135 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 20.0 // number of firework explosions
uniform: PARTICLES, float, 100.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################


with the Sketch Shader being used

clipSprite { //WA: cartoon effect modified from source: TheEmu
pos: 0, 510, 1
standingHeight: 900
source: ClipAntiAlias
scale: -1.0, 1.0, 1.0
uniform: SketchWidth, float, 18.0 // width of sketch lines try 1.0 to 30.0
uniform: SketchDarkness, float, 0.4 // darkness of sketch lines try 0.0 = black to 2.0
uniform: SketchFill, float, 1.0 // intensity of fill color between sketch lines try 1.0 to 3.0
uniform: SketchAlpha, float, 1.0 // opacity of sketched image
shader: fragment, Shaders/Sketch.fsh //WA: cartoon effect modified from source: TheEmu
}


Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
30 December 2021
https://www.istripper.com/forum/thread/29408/71?post=733851
Всё о iStripper / Share your FullScreen - Member Created Scenes here
Here are links to the Scenes The Christmas Sketch Scene Un Zip it to the iStripper Xmas Scene folder https://scenes.virtuastripper.net/WA-XmasSketch.zip Sample Image https://scenes.virtuastripper.net/...
The High Resolution Happy New Year Scene

8 explosions using 20 particles each

//#################################################################
framebuffer { // hi resolution display
// size = 1920 x 1080 divided by 1 = 1920 x 1080
id: Fireworks
size: 1920, 1080 // Size
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 8.0 // number of firework explosions
uniform: PARTICLES, float, 20.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################

Not Using the Sketch Shader

clipSprite { //WA: cartoon effect modified from source: TheEmu
pos: 0, 510, 1
standingHeight: 900
source: ClipAntiAlias
scale: -1.0, 1.0, 1.0
uniform: SketchWidth, float, 0.0 // width of sketch lines try 1.0 to 30.0
uniform: SketchDarkness, float, 0.0 // darkness of sketch lines try 0.0 = black to 2.0
uniform: SketchFill, float, 1.0 // intensity of fill color between sketch lines try 1.0 to 3.0
uniform: SketchAlpha, float, 1.0 // opacity of sketched image
shader: fragment, Shaders/Sketch.fsh //WA: cartoon effect modified from source: TheEmu
}

Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
30 December 2021
Experiment with the Scene Parameters to Find out the Limits of your System.

You Do NOT have to use the Sketch Shader on the Low Resolution Scene
and Like Wise
You CAN use the Sketch Shader on the High Resolution Scene

I only provided samples.

The Resolution of the Scene is determined by the Size of the Framebuffer.
a Larger Sized Framebuffer needs much more processing power.

That's why on the low resolution framebuffer you can get many more explosions with lots more particles
without slowing down the system.

The Display of the Model is separate from the resolution of the framebuffer
so the Model is always displayed at high resolution.

Socialhazard
Присоединился в Nov 2020

1145 Сообщения
30 December 2021
Works great. Just had to adjust a bit like you said. Tried 3 explosions and 33 particles. (Half evil, I can do better.) 😕 I settled with 6 explosions and 66 particles. (Full evil, rockin'.) 😎
Socialhazard
Присоединился в Nov 2020

1145 Сообщения
31 December 2021
@EverthangForever

Is there anyway to make FG149 cycle a bit faster? I like the kaleidoscope background thing. 👍 😎
Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
31 December 2021 (edited)
Is there anyway to make FG149 cycle a bit faster?

try this change smaller 0.2 = faster cycles
float Hash(float h) {
//return fract(sin(h) * 43758.5453;
return fract(sin(h) * (43758.5453 + fract(time)/0.2));

}

try to add some movement

void main( void )
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = gl_FragCoord.xy/iResolution.y - 0.5;

uv.x *= iResolution.x/iResolution.y;
uv *= 1.4;

// add movement
uv *= (0.1+fract(time)/10.)*10.;

vec3 col;

uv = 0.5 - fract(uv);
float lL = length(uv);

for (float i=0.0; i<5.0; i++) {
uv = abs(uv) / pow(lL, super) - magic;
float nL = length(clamp(uv, - amaze, 1.0));
col = max(col, abs(nL - lL));
col *= 1.0 - vec3( Hash(seed+0.1+i), Hash(seed+0.2+i), Hash(seed+0.3)) * 0.25;
lL = nL;
}

gl_FragColor = vec4(col, 1.0);
}
Socialhazard
Присоединился в Nov 2020

1145 Сообщения
31 December 2021
Awesome. 👍 😎

Thanks @Wyldanimal and @EverthangForever
EverthangForever
Присоединился в Oct 2009

2432 Сообщения
1 January 2022 (edited)
Thanks a lot @WA for the methodology and @SocialHazard for the movement query.

A third way of affecting movement is to allow the shader to be rendered on a framebuffer
so that it can be acted on by another shader. Unfortunately you cannot mount a shader on a quad
within a frame buffer, so framebuffer has to include reference to a real texture substrate.

I have combined this with @WA 's movement tweeks (above) using uniforms in the WPFractalsMod01.fsh
to make it WPFractalsMod04.fsh using a framebuffer. Further rendering is done in da camera node
using a Simple Wobble.fsh mod to soften the changes. Thats another way..Hope thats useful.

Changes have been made to FG149 to illustrate the above. ..so, discard the old & download the new.

https://scenes.virtuastripper.net/ET_FractalGarden149.zip

zip size = 123 Kb . Extract straight to ..scenes/ folder.
Allow merged folders and to overwrite existing files.
remixed to 'Simply Irresistable' & isabelle

Thanks again guys..& keep safe out there everyone 👍
Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
1 January 2022
Unfortunately you cannot mount a shader on a quad
within a frame buffer, so framebuffer has to include reference to a real texture substrate.


I'm doing exactly that with my Fireworks Shader
Applying it directly to a Quad inside of a frame buffer

I think it is the Size Parameter that must be used on the quad.
So the quad has a Size which then gives it a set of UV coordinates.


//#################################################################
framebuffer { // hi resolution display
// size = 1920 x 1080 divided by 1 = 1920 x 1080
id: Fireworks
size: 1920, 1080 // Size
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 8.0 // number of firework explosions
uniform: PARTICLES, float, 20.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################

and this is the code for the low Resolution version


//#################################################################
framebuffer { //low resolution display
// size = 1920 x 1080 divided by 8 = 240 x 135
id: Fireworks
size: 240, 135 // Size
quad {
size: 240, 135 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 20.0 // number of firework explosions
uniform: PARTICLES, float, 100.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################
Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
1 January 2022
Then I use the Framebuffer just like a normal sprite in the scene


Sprite { //WA: using frame buffer in place of on the fly Fireworks creation
source: Fireworks
pos: 0, 0, 0
hotspot: 0.5, 0.5
size: 1920, 1080
}

Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
1 January 2022
Changing your Scene works

from this


texture {
id: myquad
source: Textures/Beige01.png
}

framebuffer {
id: Torus
source: myquad
size: 1920, 1080
pos: 0, 0, 0
shader: fragment, Shaders/WPFractalsMod04.fsh
uniform: varspeed, float, 0.8
uniform: zoomout, float, 10
}



to This


framebuffer {
id: Torus
size: 1920, 1080
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
shader: fragment, Shaders/WPFractalsMod04.fsh
uniform: varspeed, float, 0.8
uniform: zoomout, float, 10.0
}
}
Socialhazard
Присоединился в Nov 2020

1145 Сообщения
1 January 2022
I'm not going to pretend I know even half of what that means but it works. Hypnotic with the new Black Keys album, but then would be with almost anything. 😄 👍 😎
EverthangForever
Присоединился в Oct 2009

2432 Сообщения
1 January 2022 (edited)
Ha @WA :-) That would explain why the shader only delivered
a black screen when I tried to size it the first time only inside the framebuffer quad nest.
This time, da fbuffer was also using the size provided by a texture specified elsewhere..so it worked.
All makes sense now..Thanks lots for clarifying 👍

@Socialhazard , so glad it compiles ok for you nevertheless 😉
EverthangForever
Присоединился в Oct 2009

2432 Сообщения
22 January 2022 (edited)
https://www.istripper.com/forum/thread/29408/67?post=735535
Всё о iStripper / Share your FullScreen - Member Created Scenes here
Thank you @EverthangForever for still sharing your accomplishments with us. It is much appreciated. I notice a problem with the ET_FractalGarden125 scene, which stays with a beige background behind th...
Merci @ComteDracula. Pour votre scene FG126, mrange/TruchetplusKaleidoscopeFTW.fsh le shader
n'est pas en train de compiler. Pour votre FG125, AieKick/HexaGold_Mod01.fsh il n'est pas non plus compilé.
Je n'ai aucun moyen d'exécuter des shaders sur un coprocesseur Intel seul sur mon ordinateur,
donc mon vghd.log de NVidia n'indique aucune erreur que ce soit...
J'aurais besoin de voir votre vghd.log .. la partie où il est dit le mot « ERREUR »
pour comprendre pourquoi votre système ne compile pas ces deux shaders.

Thanks @ComteDracula. For your scene FG126, mrange/TruchetplusKaleidoscopeFTW.fsh the shader
is not compiling. For your FG125, AieKick/HexaGold_Mod01.fsh it is also not compiling.
I do not have a way of running shaders on an Intel co-processor alone on my computer,
so my vghd.log from NVidia card & from testing with https://shdr.bkcore.com indicates no errors whatsoever...
I would need to see your vghd.log ..the part where it says the word 'ERROR'
to understand why your system does not compile these two shaders.
Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
22 January 2022 (edited)
for scene FG125
in the shader AieKick/HexaGold_Mod01.fsh

add the swizzle .xy to this line 219


// reflected gold
col = vec3(1.0, 0.85, 0.0) * texture(iChannel0, reflect(rd, n).xy).rgb;

------------------------------------------------------------------------------------
edit:
for a rainbow effect

change the code a bit
define the base color outside of the If
and use it in the else

lines 202 to 219


// diffuse, ambiant occlusion, shadow, specular
float diff = pow(dot(n, ld) * .5 + .5,2.0);
float ao = getAmbiantOcclusion(p, n, 40.0);
float sha = clamp(getShadow(p, ld, 0.01, 150.0, 5.0), 0. ,0.9);
float spe = pow(max(dot(-rd, reflect(-ld, n)), 0.0), 32.0);
vec3 base = hsv2rgb_smooth(vec3(atan(p.x,p.z)/3.14159*0.5 - iTime * 0.1, 0.8, 0.8)); // define base here

if (mat(p) < 0.5) // hexa sides
{

// vary base color according to ao
col = mix(base, vec3(1), ao) * 0.5;
}
else // hexa face
{
// reflected gold
col = base.gbr * texture(iChannel0, reflect(rd, n).xy).rgb; //swizzle base here
}

Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
22 January 2022
For scene FG126,
in the shader mrange/TruchetplusKaleidoscopeFTW.fsh

add the swizzle .xy to this line 313


//void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 q = gl_FragCoord.xy/RESOLUTION.xy;
EverthangForever
Присоединился в Oct 2009

2432 Сообщения
22 January 2022 (edited)
Thanks Lots @WA. FG122-126.zip has been ammended to include the swizzles and
also a scene FG125A showing your edited rainbow effect as AieKick/HexaGold_Mod02.fsh
Btw, the reason I use the Beige01.png texture to mount some shaders instead of using a quad,
is because some shaders , without a mounting texture being assigned, seem to want to include the
clipnamesprite to render on to.

re-télécharger/ extraire sur l'ancien est nécessaire Merci @ComteDracula
https://scenes.virtuastripper.net/ET_FractalGarden122-126.zip
WASub
Присоединился в May 2012

15 Сообщения
23 January 2022
@EverthangForever

FG127, 128, 130,131, have some form of shader error.
I'll take a look and let you know
WASub
Присоединился в May 2012

15 Сообщения
23 January 2022
FG127
Mandala flowers mod01.fsh
change line 271 of the shader and add the.xy Swizzle


void main( void )
// void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 q = gl_FragCoord.xy/RESOLUTION.xy;
WASub
Присоединился в May 2012

15 Сообщения
23 January 2022
FG128
Random Sunday Shader Mod01.fsh
change line 466 of the shader and add the .xy Swizzle


void main( void )
// void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 q = gl_FragCoord.xy/RESOLUTION.xy;
WASub
Присоединился в May 2012

15 Сообщения
23 January 2022
FG130
Jellybean Rain_Mod01.fsh
change line 41 of the shader and add the .xy Swizzle



void main( void )
// void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = gl_FragCoord.xy/iResolution.xy;
WASub
Присоединился в May 2012

15 Сообщения
23 January 2022
FG131
Disco FloorMod01.fsh
change line 61 of the shader and add the .xy Swizzle


void main( void )
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
{

vec2 uv = gl_FragCoord.xy/iResolution.xy;
Wyldanimal
MODERATOR
Присоединился в Mar 2008

3869 Сообщения
23 January 2022
Sorry, I was doing some tests, and forgot I was using one of my test accounts
EverthangForever
Присоединился в Oct 2009

2432 Сообщения
23 January 2022 (edited)
Thanks again @WA. FG127-131.zip has been ammended to include the swizzles above.
It looks like my NVidia system assumes gl_FragCoord means gl_FragCoord.xy by default (?)
Argh 😕 I should have seen these before uploading, but it was a late night etc,.& I was tired.
All fixed now 👍and hopefully in the future..
re-télécharger/ extraire sur l'ancien est nécessaire Merci @ComteDracula
https://scenes.virtuastripper.net/ET_FractalGarden127-131.zip
ComteDracula
Присоединился в Aug 2017

1255 Сообщения
23 January 2022 (edited)
Everything is perfect for me. Thank you so much @EverthangForever. Very nice scenes and excellent work on your part. Thanks also to the shader correctors. 😊

Tout est parfait pour moi. Merci beaucoup @EverthangForever. Très belles scènes et excellent travail de votre part. Merci aussi aux correcteurs de shaders. 😊
Sexy3DBoy
Присоединился в Jun 2011

473 Сообщения
23 January 2022
J'aime beaucoup les 50 nuances de shaders.😆
Socialhazard
Присоединился в Nov 2020

1145 Сообщения
23 January 2022 (edited)
👍 😆 50 nuances de gris, eh. Joli.
EverthangForever
Присоединился в Oct 2009

2432 Сообщения
23 January 2022 (edited)
Merci à tous de soutenir le plein écran sur iStripper.
C'est un grand plaisir pour moi de savoir que le travail acharné est partagé
et apprécié plus de venir les filles avec votre musique préférée.

Rappelez-vous qu'en plein écran, la touche fléchée droite est votre ami

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