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Last posts - Page 1556

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EverthangForever
Joined in Oct 2009
4484 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
April 3, 2017, 5111 answers
HAHa...Looks like Estonika gave him the boot. Yikes 😊
Yes, also tried to post the code you gave me here but was disallowed on both iStripper and web forums.
I don't know what specific symbols are verbotten because I posted earlier lots...very strange hmmm.

Will it work if you post in stages & maybe in quotes:? Edit: No.. Indeed it does not post more than this ~ resistance is futile :-/
// Original obtained from ShaderToy.com
// Adapted, trivialy, for VGHD by TheEmu.

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
#define iMouse AUTO_MOUSE

/////////////////////////////////////////////////////////////////////////////////

// The ShaderToy shaders often use textures as inputs named iChannel0. With VGHD
// this may access a Sprite, ClipSprite or ClipNameSprite image depending on how
// the .scn file declares them.
//
// Note, the name used here does not seem to make any difference, so I have used
// iChannel0 which is what is used by ShaderToy but you can use any name as long
// as it matches the use in the main body of the shader. TheEmu.

uniform sampler2D iChannel0;

// With VGHD the range of the P argument's components of the texture functions is
// 0.0 to 1.0 whereas with ShaderToy it seems that the upper limits are given by
// the number of pixels in each direction, typically 512 or 64. We therefore use
// the following functions instead.

vec4 texture2D_Fract(sampler2D sampler,vec2 P) {return texture2D(sampler,fract(P));}
vec4 texture2D_Fract(sampler2D sampler,vec2 P, float Bias) {return texture2D(sampler,fract(P),Bias);}

// Rather than edit the body of the original shader we use use a define here to
// redirect texture calls to the above functions.

#define texture2D texture2D_Fract

/////////////////////////////////////////////////////////////////////////////////

// Simple "Automatic Mouse". Simulates scanning the mouse over the full range of
// the screen with the X and Y scanning frequencies being different. TheEmu.

#define MOUSE_SPEED vec2(0.5,0.577777) * 0.2
#define MOUSE_POS vec2((1.0+cos(iGlobalTime*MOUSE_SPEED))*u_WindowSize/2.0)
#define MOUSE_PRESS vec2(0.0,0.0)
#define AUTO_MOUSE vec4( MOUSE_POS, MOUSE_PRESS )