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最后发帖 - 页数 358

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EverthangForever
已加入 在 Oct 2009
4474 发布

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

关于iStripper的一切
June 20, 2022, 5063 回复
Ok @Calgon.. Placing clipnamesprites in the code is bit of an art in itself.
Fortunately @Wyldanimal has given us a means to keep clipnamesprites visible
permanently while we work out where to place them on the screen.
STEP 1.
You need to copy the following shader code into ordinary Notepad
Name it 'goldname.fsh' (without the quotes) and save that file into a subdirectory
named 'Shaders' in your Calgon folder.

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);
}
STEP 2.

In your Calgon ForceField.scn file
include for every instance of a clipnamesprite node
the line.. shader: fragment, Shaders/goldname.fsh

Your clipnamesprites should then look something like this..

clipNameSprite {
pos: -4120, 170, 180
scale: 0.5, 1.0
hotspot: 0.5, 0.5
source: Clip4
shader: fragment, Shaders/goldname.fsh
animate: 48, PingPong, OutElastic, pos, 4112, 0, 0
}

Now the names will remain as you play the scene to re-organise it
When you are thru positioning/rescaling/tweeking each name
you can just // comment out the shader: lines, re-save the .scn
and the names will fade out with each new model as before.