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Letzte Beiträge - Seite 391

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celine
TEAM
Mitglied seit in Sep 2007
8044 Beiträge

Thank God It's Friday

Alles über iStripper
4. February 2022, 0 antworten
Thank God It's Friday, the first of the Lunar New Year 2022

Here are the releases you have enjoyed this week:
  • Yukki Amey all in Straps ‘n Tassels for your biggest pleasure,
  • Belka is an invite to fall in love if not done yet, in Innamoramento
  • Freya Mayer brought you her shiny sun in Poolside Evening
  • Nikki Hill, ultra naughty in In the Wee Small Hours
  • Christy White and her black lace lingerie for Night Mover
  • Miss Olivia wants to know if yourReddy Or Not to take care of her
  • Monika May in Rouge Intime proposes you a discreet night of lust




And on mobile:
  • Sia Siberia, even more irresistible on your mobile black background in Kawaii Kitty
  • Mishel Dark, naughty naughty Petite Coquine
  • Sharon White, in a very innovative performance named Builder’s Mate




CHINESE CRAZY WEEK

From February 04 to February 18, 2022 enjoy the Lunar New Year Crazy week with three of your favorite promo games:

WHEEL OF BARGAINS:

Spin for 1 credit and get one of the following discounts on the 4 cards drawn:
10%, 20%, 35%, 50%, 70% or 100% (FREE)
The cards are selected among the most recent ones not in your collection
and released more than 30 days ago.
Press "add to collection" to buy these shows with the drawn discount
or press Spin for a new draw.


SLOT MACHINE- max bet 10 credits:

The more your bet, the more you win.
Choose how many credits you want to bet (from 1 to 10 credits or "max bet for 10").
--> The discount range adjusts at the top of the slot machine accordingly and applies to the cards drawn when you spin.
The discount ranges per bet:

Bet 1 credit -> Get 15% to 55% discount
Bet 2 credits -> Get 15% to 60% discount
Bet 3 credits -> Get 20% to 65% discount
Bet 4 credits -> Get 20% to 70% discount
Bet 5 credits -> Get 25% to 75% discount
Bet 6 credits -> Get 25% to 80% discount
Bet 7 credits -> Get 30% to 85% discount
Bet 8 credits -> Get 30% to 90% discount
Bet 9 credits -> Get 35% to 95% discount
Bet 10 credits -> Get 35% to 100% discount

If symbols appear on the line drawn, you also get:

1 symbol = your bet x 1 credit
2 symbols = your bet x 5 credits
3 symbols = your bet x 50 credits
4 symbols = your bet x 1 000 credits


LUCKY TIGER:

Rules :
Scratch the 6 boxes and scratch the centered box! If you find 3 "s", you win the prize!


Here are the possible gains
10 credits
20 credits
50 credits
100 credits
1 Free card (randomly picked up from the cards you don't own yet)
One of the special event cards


PROGRESSION BAR:

Your participation to the Crazy Week is rewarded with points to win the Special Event card of Eve Sweet "Naughty Oriental Doll"




We're here foryour questions : https://www.istripper.com/forum/thread/50469
ComteDracula
Mitglied seit in Aug 2017
2672 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
4. February 2022, 5043 antworten
Sorry, it doesn't work. Neither with FG165 and FG165WA.

Still the white background problem.


Désolé, ça ne fonctionne pas. Ni avec FG165 et FG165WA.

Toujours le problème de fond d'écran blanc.

2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VENDOR: NVIDIA Corporation]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_RENDERER: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VERSION: 4.6.0 NVIDIA 511.65]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL version: "4.6"]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture units: 32]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture max size: 32768]
2022-02-03T19:58:01[] WARNING[QOpenGLShader::compile(Fragment): 0(175) : error C7616: global variable gl_FragColor is removed after version 420]
2022-02-03T19:58:01[] WARNING[*** Problematic Fragment shader source code ***
#version 460
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player


and


2022-02-03T19:58:13[] WARNING[QOpenGLShader::compile(Fragment): 0(151) : error C7616: global variable gl_FragColor is removed after version 420]
2022-02-03T19:58:13[] WARNING[*** Problematic Fragment shader source code ***
#version 460
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod02WA.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
#define iResolution u_WindowSize
#define iTime u_Elapsed //*0.31416
Wyldanimal
MODERATOR
Mitglied seit in Mar 2008
17111 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
3. February 2022, 5043 antworten
Since iStripper doesn't support input channels the same as that of ShaderToy
we can eliminate all of the codes related to the HDR input and texturing input

and we aren't making AA passes, so we can get rid of the AA loops.

here is then whats left.


#version 460
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
#define iResolution u_WindowSize
#define iTime u_Elapsed //*0.31416

const float pi = 3.14;
float pieceDist(vec3 p, float th, int n, float r, float rs)
{
vec2 delta = vec2(sin(th), cos(th));
float y = 0.;
float d = dot(vec2(delta.y, -delta.x), vec2(length(p.xz) - r, p.y - y));
float r0 = 0.;
float l = length(p.xz);
for(int i = 0; i < n; ++i)
{
r0 = (.07 + cos(float(i + n) + iTime / 2.) * .04) * rs;
y += delta.y * r0;
r += delta.x * r0;
float td = length(vec2(l - r, p.y - y)) - r0;
if((i & 1) == 0)
d = min(d, td);
else
d = max(d, -td);
y += delta.y * r0;
r += delta.x * r0;
}
return max(d, p.y - y);
}

vec4 piece(vec3 p, vec2 org, float th, int n, float r, float rs)
{
return vec4(org.x, org.y, pieceDist(p - vec3(org.x, 0, org.y), th, n, r, rs), r);
}

vec4 u(vec4 a, vec4 b)
{
return a.z < b.z ? a : b;
}

vec4 scene(vec3 p)
{
vec4 res = vec4(0, 0, 1e4, 0);
res = u(res, piece(p, vec2(0), -.2, 13, .5, 1.));
res = u(res, piece(p, vec2(1.5, 0), -.0,9, .2, 1.));
res = u(res, piece(p, vec2(-.7, -.9), -.0, 8, .3, 1.3));
res = u(res, piece(p, vec2(-1.5, .1), -.5, 5, .8, 2.));
res = u(res, piece(p, vec2(.5, .7), -.05, 12, .2, 1.));
res.z = min(res.z, p.y);
return res;
}

float map(vec3 p)
{
return scene(p).z;
}

// Soft shadow for SDF, from IQ and Sebastian Aaltonen:
// https://www.shadertoy.com/view/lsKcDD
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax, int technique, float s )
{
float res = 1.0;
float t = mint;
float ph = 1e10; // big, such that y = 0 on the first iteration

for( int i=0; i<55; i++ )
{
float h = map( ro + rd*t );

// traditional technique
if( technique==0 )
{
res = min( res, s*h/t );
}
// improved technique
else
{
// use this if you are getting artifact on the first iteration, or unroll the
// first iteration out of the loop
//float y = (i==0) ? 0.0 : h*h/(2.0*ph);

float y = h*h/(2.0*ph);
float d = sqrt(h*h-y*y);
res = min( res, s*d/max(0.0,t-y) );
ph = h;
}

t += h;

if( res<0.0001 || t>tmax ) break;

}
return clamp( res, 0.0, 1.0 );
}

// Forward-difference SDF gradients.
vec3 distG(vec3 p)
{
vec2 e = vec2(1e-4, 0);
return vec3(map(p + e.xyy), map(p + e.yxy), map(p + e.yyx)) -
vec3(map(p - e.xyy), map(p - e.yxy), map(p - e.yyx));
}

void render( out vec4 gl_FragColor, in vec2 gl_FragCoord )
{
vec2 uv = gl_FragCoord.xy / iResolution.xy * 2. - 1.;
uv.x *= iResolution.x / iResolution.y;

vec3 ro = vec3(-.3, .8, 4.2), rd = normalize(vec3(uv, -3.));

float t = 2.5;
for(int i = 0; i < 110; ++i)
{
float d = map(ro + rd * t);
if(abs(d) < 1e-4)
break;
if(t > 10.)
break;
t += d;
}

vec3 rp = ro + rd * t;

vec3 n = normalize(distG(ro + rd * t));
vec3 r = reflect(rd, n);
vec3 ld = normalize(vec3(-1, 1, 1));
float sh = calcSoftshadow(ro + rd * t, ld, 1e-2, 1e3, 0, 2.);
float sh2 = calcSoftshadow(ro + rd * t, r, 1e-2, 1e3, 0, 10.);

vec3 diff = .5 + .5 * cos(rp.y * vec3(3, 2, 5) * .5 + vec3(.6, 0, .6));

vec4 sp = scene(rp);
diff = mix(vec3(1), diff, smoothstep(.1, .12,abs(fract(.1 + atan(rp.z - sp.y, rp.x - sp.x) / pi * 5.) - .5)));

if(abs(rp.y) < 1e-2 || t > 9.)
diff = vec3(.5, .75, 1.) * smoothstep(-.1, .15, distance(rp.xz, sp.xy) - sp.a);

gl_FragColor.rgb = diff;

gl_FragColor.rgb *= mix(.5, 1., sh) * vec3(max(0., .6 + .4 * dot(n, ld)));

}
void main( void )
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
gl_FragColor.a = 1.;
gl_FragColor.rgb = vec3(0);

// Anti-aliasing loop

vec4 rc;
render(rc, gl_FragCoord.xy);
gl_FragColor.rgb += clamp(rc.rgb, 0., 1.);


gl_FragColor.rgb = pow(clamp(gl_FragColor.rgb, 0., 1.), vec3(1. / 2.2));
}
ComteDracula
Mitglied seit in Aug 2017
2672 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
3. February 2022, 5043 antworten
Voici pour moi.


2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VENDOR: NVIDIA Corporation]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_RENDERER: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VERSION: 4.6.0 NVIDIA 511.65]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL version: "4.6"]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture units: 32]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture max size: 32768]
2022-02-03T07:55:10[] WARNING[QOpenGLShader::compile(Fragment): 0(164) : error C7011: implicit cast from "vec3" to "vec2"
0(172) : warning C7533: global variable gl_FragColor is deprecated after version 120
0(180) : error C7011: implicit cast from "vec4" to "vec2"]
2022-02-03T07:55:10[] WARNING[*** Problematic Fragment shader source code ***
#version 130
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;

Philours
Mitglied seit in Feb 2019
3972 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
3. February 2022, 5043 antworten
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:57 fullscreen: [NodeAnimation::set] WARNING[Unknown curve "pingpong" for node ""]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:11[] WARNING[QOpenGLShader::compile(Fragment): WARNING: 0:2: '' : #version directive missing
ERROR: 1:163: 'textureLod' : no matching overloaded function found (using implicit conversion)
ERROR: 1:163: 'textureLod' : function is not known
WARNING: 1:186: 'function' : is not available in current GLSL version texelFetch]
2022-02-03T13:13:11[] WARNING[*** Problematic Fragment shader source code ***]
2022-02-03T13:13:11[] WARNING[#define lowp
#define mediump
#define highp
//Undulating ColumnsMod01.fsh by fizzer

//https://www.shadertoy.com/view/WlXXDH

// Licence CC0

// Adapted, trivialy, for use in VGHD player

uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.

uniform vec2 u_WindowSize; // This is the dimensions of the viewport.

uniform sampler2D iChannel0;

uniform sampler2D iChannel1;