For the old type of clip this shows that the hotspot is in the middle of the full extent of the clip (not just the instantaneously visible part) while for the new style it is at the edge of the full extent of the clip.
If you add deny: inout, it denies half your older cards.
If you try to incorporate the new inouts, there's a similar problem again in aligning your inout clip that way.
You would need a way of distinguishing old and new clips having different hotspots .
I would still like to be able to selectively allow or deny each type of inout clip seperately..Me too..Like I said...Easiest for me is to never use deny: inout again
One nice feature of the latest versions (I think only in 1.2.230 and 1.2.232) is that the Category clause now works for all categories - or at least Totem claimed that it did when 1.2.230 was released. For example I have a simple hospital scene in which the girl to be used as the performer is defined by
clip {
id : Girl1
category : nurse
deny : top, table, pole, cage, glass
}
and lo and behold only clips from cards that feature nurses appear in the scene. This is a useful feature when tailoring scenes but which had previously only worked for a small number of categories. I have only tried a few, but one thing to note is that you use "category : duo" to get what is listed as Lesbian in the filters.
I would really like to be able to distinguish between at least ***** things like handbags, feather dusters, lollipops etc. and larger things like pieces of furniture and motor bikes - preferably with a bit more discrimination so that I can keep motor bikes out of a scene where furniture would be acceptable
@TheEmu
I would still like to be able to selectively allow or deny each type of inout clip seperately..Me too..Like I said...Easiest for me is to never use deny: inout again
and uncheck all my cards' inout clips going back to when they started with the peekaboo style of inout.
I think if you overide the buffer sprite hotspot (making it not center) it may crash with the twirling
transitions which we do see in FS from time to time.
// ============================================================================
// ============================================================================
// ============================================================================
// == ==
// == Name : TheEmuLib.Emu_Null.fsh ==
// == Type : Fragment shader ==
// == Version : 1.0.0 (2017/02/26) ==
// == Creator : TheEmu © TheEmu 2017, Some Rights Reserved ==
// == Licence : Creative Commons Attribution-ShareAlike 4.0 ==
// == http://creativecommons.org/licences/by-sa/4.0 ==
// == ==
// == Purpose: Do nothing to an image. ==
// == ==
// == Description: Simply sets the colour of the current pixel to that read ==
// == from the source image. This shader is useful only when it is necessary ==
// == to override the default shader, in particular for a clipNameSprite. ==
// == ==
// == This file is a member of The Emu's shader library. ==
// == ==
// == ====================================================================== ==
// == ==
// == Update history: ==
// == ==
// == 2017/02/26 - v1.0.0 - Initial version ==
// == ==
// ============================================================================
// ============================================================================
// ============================================================================
// ============================================================================
// == Standard shader inputs ==================================================
// ============================================================================
uniform float u_Elapsed; // The elapsed time in seconds
uniform vec2 u_WindowSize; // Window dimensions in pixels
// The image that is to be manipulated.
uniform sampler2D iChannel0;
// ============================================================================
// == Imports from TheEmuLib ==================================================
// ============================================================================
//
// The GLSL shader language currently provides no mechanism for importing any
// elements that are defined in other modules, not even C's crude source level
// #include mechanism. In the absence of anything better TheEmuLib handles any
// imports by manually copying relevant utility code snippets from the sources
// in the Shader Lib.Inc directory. This is very crude but I have attempted to
// be systematic in the way in which this is presented in the library sources.
//
// = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
// Functions from TheEmuLib.Emu_Coordinate_Normalisation.lib.src
vec2 Emu_Normalise_to_Window ( vec2 xy ) { return xy / u_WindowSize.xy; }
// ============================================================================
// == The shader's main routine ===============================================
// ============================================================================
void main ( void )
{
// Get the normalised coordinates of the current point.
vec2 uv = Emu_Normalise_to_Window ( gl_FragCoord.xy );
// Update shader outputs.
gl_FragColor = texture2D(iChannel0,uv) * gl_Color;
}
uv.y = 1.0 - uv.y;
vec2 uv = Emu_Normalise_to_Window ( gl_FragCoord.xy );
uniform vec2 u_WindowSize; // Window dimensions in pixels
uniform sampler2D iChannel0;
void main ( void )
{
vec2 uv = gl_FragCoord.xy / u_WindowSize.xy;
uv.y = 1.0 - uv.y;
gl_FragColor = texture2D(iChannel0,uv) * gl_Color;
}
uniform vec2 u_WindowSize; // Window dimensions in pixels
uniform sampler2D iChannel0;
void main ( void )
{
vec2 uv = gl_FragCoord.xy / u_WindowSize.xy;
gl_FragColor = texture2D(iChannel0,vec2(uv.x,1.0-uv.y)) * gl_Color;
}
Why are you converting to uv if it's just a passthrough shader?
Just wanted to say thanks so very much to everyone for your mighty fine, beautiful, magical creative work.
[Sorry I have been silent/way behind on giving props. I have been dealing with PTEDS (Post ***** Election Derangement Syndrome). I have been trying to help bring back democracy here and there. It's been a losing battle so far but it ain't over till Taylor Swifts swings "Out Of The Woods" at the Inaugural Ball. Better be somewhat soon or it will all be too late too soon or something like that.]
Keep 'em flying!
Is it possible to introduce random choice of clip from a selection of clips?
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