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Last posts - Page 460

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celine
TEAM
Joined in Sep 2007
8102 post(s)

Thank God It's Friday

Everything about iStripper
September 17, 2021, 0 answers
Thank God It's Friday and the start of two crazy weeks!

New releases
  • Mary Popiense plays a young ***** in My Girl Lollipop
  • Medusa is here to Seduce You! And don't forget to prolong the pleasure with her VR180 video released today!
  • Paola Hard is irresistible with her white dress in All the Way Up
  • Every appearance of Claudia Bavel is an event! And it's true again with Body Search
  • Camila Palmer has found THE outfit that will drive you nuts in So Hot In A Net
  • Sarah Sultry competes with Claudia Bavel in Jail House Tease
  • And finally, here is the first show of Noah Pink in super tiny shorts and crop top in Short And Sweet



And on mobile:
  • Emilia Heavenly Rapture and I can only quote one of you "Emilia is such a cute woman [...]a good performer and knows how to move well and keep good eye contact."
  • Freya Meyer wants you to Unlace her Slowly and that's an invitation you can't refuse...
  • Not sure you will survive to Medusa's rock hard performance, our release of today
!




CRAZY WEEK EDITION 3

A new edition of the crazy week starts today! 

And you have till October 1 to enjoy our Slot Machine, Free Packs, Triple Chance and Wheel of Bargains!

And that's not all! 
The 20% Reload Bonus is back for the whole period! 
It means up to 100 free credits for each of your reloads!

And that's not all!
To reward your participation, we release a new Special Event Card featuring Paola Hard wearing an amazing pastry chef outfit !


--> The more you participate to our promos, the more your progression bar gets filled till it reaches this Special Event Card! And once in your pocket, the progression bar will offer you Gift Cards again !

Here are the rules for each game:


SLOT MACHINE

The more your bet, the more you win.
Choose how many credits you want to bet (from 1 to 5 credits or "max bet for 5")
--> 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 5% to 50% discount
Bet 2 credits -> Get 10% to 60% discount
Bet 3 credits -> Get 15% to 70% discount
Bet 4 credits -> Get 20% to 80% discount
Bet 5 credits -> Get 20% to FREE

PLUS : 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



FREE PACKS

The more you buy, the cheaper you pay and the faster you earn FREE cards!
STEP 01: you get 10% OFF
STEP 02: you get 12% OFF
STEP 03: you get 14% OFF
STEP 04: you get ONE card for free
STEP 05: you get 16% OFF
STEP 06: you get 18% OFF
STEP 07: you get 20% OFF
STEP 08: you get TWO cards for free
STEP 09: you get 22% OFF
STEP 10: you get 24% OFF
STEP 11: you get THREE cards for free
STEP 12: you get 26% OFF
STEP 13: you get 28% OFF
STEP 14: you get FOUR cards for free
STEP 15: you get 30% OFF
STEP 16: you get FIVE cards for free


TRIPLE CHANCE

The triple change is made of your three favorite scratch cards, and you choose how many of each you want to buy!

1. The Rainbow Candy:
Scratch the 5 candy bears circles
PLUS scratch the big round box.
If one of the bear boxes displays the same prize as the big box: you win the prize!
You can win : 15, 35, 150 credits, a free card or a special event card*.

2. The Juicy Pink
Scratch (or auto scratch) the 9 fruits:find thrice the same prize and you win it!
Prizes include: 20, 50, 200 credits, 2 Free cards (randomly picked up from the cards you don't own yet), one of the special event cards*

3. The Honey Pot
Scratch the 6 bees then scratch the pot : find 3 iStripper "S" symbols and you win the pot!
Prizes include : 10, 25, 100 credits, a free card, a Special Event Card*

*except Paola Hard released for this crazy week

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)

Press "add to collection" to buy these shows with the drawn discount

or press Spin for a new draw.


Cards in these promos are randomly picked up from the cards you don't own yet and that have been released more than 45 days ago.

For your questions:

https://www.istripper.com/forum/thread/48522/1
TheEmu
Joined in Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
September 17, 2021, 5063 answers
and the second part - with a one line overlap

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

vec2 Emu_Normalise_to_Window ( vec2 xy )
{ return EMU_NORMALISE_TO_WINDOW_1 ( xy, u_WindowSize.xy );
}

// ============================================================================
// == Shader specific inputs ==================================================
// ============================================================================

// EmuLib standard scale and hotspot parameters. Note, a hotspot of (0.5,0.5)
// is required to produce a symetric result.

uniform vec2 Emu_Shadow_scale;
uniform vec2 Emu_Shadow_hotspot;

vec2 scale = EMU_DEFAULT ( vec2, Emu_Shadow_scale, vec2(1.0) );
vec2 hotspot = EMU_DEFAULT ( vec2, Emu_Shadow_hotspot, vec2(0.0) );

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

// The shear and taper for X and Y are specified by the following parameters.
// Value of zero for an axis produces no *****. Values are expected to
// be in the range -1.0 to +1.0, but values outside that range are valid. It
// is expected that taper would normaly only be used in a scene using a 2D
// camera, where rotations about the X or Y axes do not work, in order to get
// the effect of a long shadow tapering into the distance. In 3D scenes it is
// more natural to rotate about the X axis to acheive this effect.

uniform vec2 Emu_Shadow_shear;
uniform vec2 Emu_Shadow_taper;

#define shear Emu_Shadow_shear
#define taper Emu_Shadow_taper

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

// The shadow's degree of blur is controlled by the following parameter which
// defaults to 0.0 corresponding to no blur. Values are expected to be in the
// range 0.0 to 10.0 but values outside that range are valid.

uniform float Emu_Shadow_blur;
#define blur Emu_Shadow_blur

// ============================================================================
// == Blur filter definition ==================================================
// ============================================================================

// The shadow is blurred using a simple one dimensional convolutional filter.
// The code used here was derived from that used for the more general filters
// in the TheEmuLib.Filters directory and their sources should be consulted
// if more information is wanted. A two dimensional blur could be used but it
// would not produce a significantly better result for a clipSprite shadow.

vec2 sample_step = vec2 ( blur/u_WindowSize.x, 1.0 );

#define BLUR QQ(-4.0,0.1) + QQ(-3.0,0.1) \
+ QQ(-2.0,0.1) + QQ(-1.0,0.1) \
+ QQ(0.0,0.2) \
+ QQ(+1.0,0.1) + QQ(+2.0,0.1) \
+ QQ(+3.0,0.1) + QQ(+4.0,0.1) \

#define CL(xy) clamp(xy,vec2(0.0),vec2(1.0))
#define TX(xy) texture2D ( iChannel0, CL(xy*sample_step+st) )

#define QQ(xx,ww) ( TX(vec2(xx,0.0)) * ww )

// ============================================================================
// == The shader's major functions ============================================
// ============================================================================

vec4 Emu_Shadow ( vec2 uv )
{
// Apply the transform with its fixed point at the hotspot. Note, the code
// here is the inverse of the required transform because we are determining
// what point in the source image will be transformed to the current pixel.

vec2 st = ( uv - hotspot ) / scale;

st = st - shear*st.yx;
st = st / ( 1.0 - taper*st.yx );

st = st + hotspot;

// Determine the colour using transparent black if the point
// lies outside of the area of the transformed source image.

return ( st == fract(abs(st)) ) ? (BLUR) : vec4(0.0);

}

// ============================================================================
// == The shader's main routine ===============================================
// ============================================================================

void main ( void )
{
// Get the normalised coordinates of the current point.

vec2 uv = Emu_Normalise_to_Window ( gl_FragCoord.xy );

// Apply the transform and update the shader's outputs.

gl_FragColor = Emu_Shadow(uv) * gl_Color;

}

// ============================================================================


TheEmu
Joined in Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
September 17, 2021, 5063 answers
Damn, the shader was too big to post, here is the first part of it.
// ============================================================================
// ============================================================================
// ============================================================================
// == ==
// == Name : TheEmuLib.Emu_Shadow.A.1.fsh ==
// == Type : Fragment shader ==
// == Version : 1.0.0 (2017/03/23) ==
// == Creator : TheEmu © TheEmu 2017, Some Rights Reserved ==
// == Licence : Creative Commons Attribution-ShareAlike 4.0 ==
// == http://creativecommons.org/licences/by-sa/4.0 ==
// == ==
// == Purpose : To simulate a shadow. ==
// == ==
// == Description: The source image is distorted with a combination of shear ==
// == and taper transforms and a one dimensional blur is then applied. It is ==
// == expected that this shader will normaly be used to create a shadow of a ==
// == clipSprite, in which case color: and opacity: clauses would normaly be ==
// == used in the .scn file to get a black or dark grey partialy transparent ==
// == shadow. Similarly a scale: clause can be used to produce short or long ==
// == shadows. ==
// == ==
// == Note this version of the shader can produce a reasonable simulation of ==
// == the shadow of a clipSprite only when that shadow falls entirely on the ==
// == floor on which the performer depicted in the clipSprite is dancing. It ==
// == does not produce a realistic image if the shadow falls partialy on the ==
// == floor and partialy on a wall or other surface. ==
// == ==
// == ====================================================================== ==
// == ==
// == This file is a member of The Emu's shader library. ==
// == ==
// == ====================================================================== ==
// == ==
// == Update history: ==
// == ==
// == 2017/03/23 - v1.0.0 - Initial version. ==
// == ==
// ============================================================================
// ============================================================================
// ============================================================================

// ============================================================================
// == Standard shader inputs ==================================================
// ============================================================================

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

// The image that is to be manipulated.

uniform sampler2D iChannel0;

// ============================================================================
// == Imports from TheEmuLib ==================================================
// ============================================================================
//
// The GLSL shader language currently provides no mechanism for importing any
// elements that are defined in other modules, not even C's crude source level
// #include mechanism. In the ***** of anything better TheEmuLib handles any
// imports by manualy copying relevent utility code snippets from the sources
// in the Shader Lib.Inc directory. This is very crude but I have attempted to
// be systematic in the way in which this is presented in the library sources.
//
// = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

// Macros from TheEmuLib.Emu_Common_Utilities.lib.src

#define EMU_DEFAULT(type,x,default_value) ( (x==type(0.0)) ? (default_value) : (x) )

// = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

// Functions from TheEmuLib.Emu_Coordinate_Normalisation.lib.src

#define EMU_NORMALISE_TO_WINDOW_1(xy,wsize) ( (xy)/(wsize) )

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -...
TheEmu
Joined in Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
September 17, 2021, 5063 answers
Arrghhh.

@DrDoom9 - It seems that due to my poor network link I never uploaded these two scenes. Here are the files for the better of the two. You can put them into the TheEmu = Misc folder and itsappropriate subfolders

The only texture is h common foreground background image above

Firstly the .scn file - TheEmu = Misc - Hotel Lobby A.scn

/////////////////////////////////////////////////////////////
//
// A scene set in a hotel reception.
// This version simply has has one performer.
//
/////////////////////////////////////////////////////////////

text: TheEmu = Misc - 00 - Description.txt

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

// The girls.

clip {
id : Girl-1
allow : pole
deny : accessories, top, table, cage, inout
}

clip {
id : Girl-2
deny : accessories, pole, top, table, cage, inout
}

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

// The general setting.

texture {
id : Setting
size : 1920, 1080
source : Images/Hotel Lobby A.png
}

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

// The clips for the girls are first rendered into separate
// framebuffers as that makes the subsequent manipulation
// used to create the their shadows somewhat easier. These
// buffers have been set to our nominal screen size.

framebuffer {

id : Girl-1xx
size : 1920, 1080

clipSprite {
source : Girl-1
pos : 720, 1000
scale : -1, 1, 1
standingHeight : 450
}
}

framebuffer {

id : Girl-2xx
size : 1920, 1080

clipSprite {
source : Girl-2
pos : 1340, 1050
scale : -1, 1, 1
standingHeight : 470
}

}

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

// The shadows for Girls. For this shadow a large shear factor
// is used so this shadow is at an angle. The shader's hotspot
// parameter is used so that the "fixed point" of the shear is
// at the base of the pole in any poledance clipsprite.

framebuffer {

id : Girl-1-with-Shadow
size : 1920, 1080

node {

pos : 960, 540

sprite {
source : Girl-1xx
color : 0, 0, 0
opacity : 0.80
uniform : Emu_Shadow_blur, float, 2.5
uniform : Emu_Shadow_shear, vec2, 0.5, 0.0
uniform : Emu_Shadow_scale, vec2, 1.0, -0.03
uniform : Emu_Shadow_hotspot, vec2, 0.0, 0.93333333
shader : fragment, Shaders/TheEmuLib.Emu_Shadow.A.1.fsh
}

sprite {
source : Girl-1xx
}

}

}

framebuffer {

id : Girl-2-with-Shadow
size : 1920, 1080

node {

pos : 960, 540

sprite {
source : Girl-2xx
color : 0, 0, 0
opacity : 0.8
uniform : Emu_Shadow_blur, float, 2.5
uniform : Emu_Shadow_shear, vec2, 0.5, 0.0
uniform : Emu_Shadow_scale, vec2, 1.0, -0.03
uniform : Emu_Shadow_hotspot, vec2, 0.0, 0.9755555
shader : fragment, Shaders/TheEmuLib.Emu_Shadow.A.1.fsh
}

sprite {
source : Girl-2xx
}

}

}

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

camera {

// Set up the camera.

type : 3D
angle : 45

pos : 0, 0, 1300

// // Recentre and move in.
//
// animate : 30, forward, linear, pos, 250, 0, -300
// animate : 30, forward, linear, target, 250, 0, -300

// The scene's setting as a background.

sprite {
pos : 0, 0
hotspot : 0.5, 0.5
source : Setting
size : 1920, 1080
blend : false
}

// The main performers.

sprite {
source : Girl-1-with-Shadow
}

sprite {
source : Girl-2-with-Shadow
}

// The foreground.

sprite {
pos : 0, 0
hotspot : 0.5, 0.5
source : Setting
size : 1920, 1080
blend : true
}

// The performers names.

clipNameSprite {
pos : -240, 300
hotspot : 0.5, 0.5
scale : 0.5, 0.5
source : Girl-1
}

clipNameSprite {
pos : 400, 300
hotspot : 0.5, 0.5
scale : 0.5, 0.5
source : Girl-2
}

}

Secondly the shader

[quote]// ============================================================================
// ============================================================================
// ============================================================================
// == ==
// == Name : TheEmuLib.Emu_Shadow.A.1.fsh ==
// == Type : Fragment shader ==
// == Version : 1.0.0 (2017/03/23) ==
// == Creator : TheE...