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Últimos mensajes - Página 1799

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Wyldanimal
MODERADOR
Desde en Mar 2008
17182 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
January 22, 2015, 5053 respuestas
Thanks TheEmu for detailing this so more members can understand it.

We've always had use of a texture / Channel as an input to the Shader.
I thought it was understood that it was the last image used in the Scene prior to the shader..

What we don't have is Multiple channels, that I have been able to find..
and while it's not a deal breaker, I've just skipped over any shader that used more then one input channel.

Lezardo used an example of it here:
http://www.virtuagirl.com/forumPost.php?&foId=3&ftId=27449&pageNb=9#post460460

and use it in the fragment:
varying vec2 myVar[5];
(...)
void main()
{
highp vec4 sum = vec4(0.0);
sum = texture2D(texture0, myVar[0]) * 0.2270270270;
sum = texture2D(texture0, myVar[1]) * 0.3162162162;
(...)
gl_FragColor = sum * gl_Color;
}

and way back in the Beginning
Totem included it in this one as well.
part of the Perforations Shader
blur.fsh

uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
varying vec4 gl_Color;

const float blurSize = 1.0 / 1024.0;

void main(void)
{
vec4 sum = vec4(0.0);

vec4 vTexCoord = gl_TexCoord[0];
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 4.0*blurSize)) * 0.05;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 3.0*blurSize)) * 0.09;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 2.0*blurSize)) * 0.12;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - blurSize)) * 0.15;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y)) * 0.16;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y blurSize)) * 0.15;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 2.0*blurSize)) * 0.12;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 3.0*blurSize)) * 0.09;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 4.0*blurSize)) * 0.05;

gl_FragColor = sum * gl_Color;
}



I really , really would like Music input..
TheEmu
Desde en Jul 2012
7424 posts

Share your FullScreen - Member Created Scenes here

Todo sobre iStripper
January 21, 2015, 2695 respuestas
Over the last couple of weeks I have been adapting more shaders from ShaderToy.com and also from GlslSandbox.com. I have just uploaded these to TheEmusNest.eu where you can access them from the downloads page.

There are now over of two hundred adapted shader scenes. These have been derived from approximately 160 shaders from ShaderToy.com and 30 or so from GlslSandbox.com. As a result of this large number of scenes I have had to slightly reorganise the directory structure and filenames used for them - otherwise the list of scenes on the VGHD Fullscreen setting page becomes to long.

Several of the shaders really hammer the GPU and may result in slow or jerky animations. In some cases I have provided alternate "quick" versions which either use fewer iterations in the shaders (but produce degraded results), or only render the shader output to a portion of the screen, or both. In a few other cases I have provided other alternatives.

These examples now include many that use texture inputs to the shaders. This has been done in such a way as to not require the "hacks" to the shader code that I previously used. The texture inputs may be an image, a clip or a clip name.

Explanations of how to adapt further scenes can be found in the sources, and in their accompanying "long description" file. However, I have not yet properly described how to use the .scn file to connect the texture sources to the shader inputs. I will only have access to these forums for the next two or three days but I hope to be able to provide the missing information during that time.


When I first uploaded the GlslSandbox scenes I inadvertently made a mistake and had misspelled it internally as GslSandbox. The scenes all worked but reported an error because the "short description" could not be found. I have just corrected this.