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Últimos mensajes - Página 1809

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TheEmu
Desde en Jul 2012
7424 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
December 31, 2014, 5054 respuestas
@HombreSinSombra

Oh, I like that one, its a fun one. I had seen it earlier ShaderToy but did not take it.

With respect to adapting the shaders I find it simplest to add these few lines to the beginning of any shader

uniform float u_Elapsed; // The elapsed time in seconds
uniform vec2 u_WindowSize; // Window dimensions in pixels

// Use defines here rather than edit the body of the code.

#define iGlobalTime u_Elapsed
#define iResolution u_WindowSize

That way you don't have to change anything else if, as of often the case, the only problems are the use of iGlobalTime and iResolution.

The other two problem references are iMouse and iChanneln, where n is 0, 1, 2 or 3.

iMouse is, as you thought, for tracking the mouse position and mouse clicks. Often that bit of code can just be removed or replaced with something that automatically acts as if the mouse has moved. I have used both in my adaptions.

The iChanneln references seems to be commonly used to get some sort of "noise" input. Sometimes I have been able to replace the code they are in with what are very very poor random number generators, but for the most part I have postponed doing anything with shaders that use them as there were plenty of others I could adapt instead. I only started doing this after setting up the web site at Christmas and I tackled the easy stuff first.

I intend to proceed by finding out exactly what the interfaces are for iMouse and iChanneln and then produce functions that can be used to fake out their actions. By using these together with the use of a few #define it should be possible to adapt any shader from ShaderToy by pasting in a fixed piece of boilerplate code at the top of each of them - with perhaps a few parameters that the user can twiddle with to control how the iMouse and iChanneln replacements behave. That way there will be no need to edit any of the ShaderToy shaders code other than to add the adaption block of code at the top.