@ETI think the scene pretty much looked / worked ok.
I did make some fine adjustments - so it should work as a basic template for future works.
I guess this could be tweeked a lot better by a Quest owner
I had trouble using scaling like 0.5, 1.0 maybe because my native screen
resolution is way down at 1670 x 768 .. not sure exactly why the scaling did not apply
plus the original shader did not like any re-scaling at all so could/did
not apply it.
At this stage I'm giving away the pursuit of 3D. I've been watching 3Ds ups &
downs for 20 years & each tech surge always seems to be made redundant in the end.
EDIT:
Works for my 16:9 aspect ratio screen in 1080p
sent to my Quest Headset using VR Desktop.
text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80
clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}
texture {
id: Sweet
source: Textures/Beige01.png
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}
framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}
framebuffer {
id: Sweet01
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}
framebuffer {
id: Sweet02
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}
framebuffer {
id: Sweet01a
size: 1920, 1080
//pos: 0, 0, 0
source: Sweet01
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
framebuffer {
id: Sweet02a
size: 1920, 1080
//pos: 1920, 0, 0 //960, 0, 0
source: Sweet02
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1368
sprite {
id: Sweet01b
size: 1920, 1080
pos: -20, 0, 0 // slide left to move it back in to the screen
source: Sweet01a
//scale: 0.5, 1.0, 1.0
}
sprite {
id: Sweet02b
size: 1920, 1080
pos: 960, 0, 0 // at the half screen location
source: Sweet02a
//scale: 0.5, 1.0, 1.0
}
sprite {
pos: -220, 210, 685 // left eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
sprite {
pos: 220, 210, 685 // right eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
//model left
clipSprite { // centered on left stage
pos: -220, 205, 700 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { // left side clip name
source: Clip
pos: -170, 224, 565 // Manual adjustment
scale: 0.32, 0.32
}
//model right
clipSprite { // right side clip offset to the left by 10
pos: 210, 205, 700 // X is 10 less than the stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { //Right side clip name
source: Clip
pos: 360, 224, 565 // kept same X adjust left eye X above
scale: 0.32, 0.32
}
}
I placed my edited versions on my site here:
the Cloud shader based 3d Scene
https://virtuastripper.net/ET_FractalGardenA480-Clouds-3D.scn
https://virtuastripper.net/SceneImages/ET_FractalGardenA480-Clouds-3D.jpg
and the A480 scene in 3D with the mrange/Mandelbox slicesMod01.fsh shader
https://virtuastripper.net/ET_FractalGardenA480-3D.scn
https://virtuastripper.net/SceneImages/ET_FractalGardenA480-Clouds-3D.jpg
This one is GPU hungry