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EverthangForever
Joined in Oct 2009

2432 post(s)
December 1, 2023
Thanks @Calgon
In The Cave digital retexture 2Mod01.fsh
Line92-94 should probably be written
float xy=texture2D(tx,t).x;
float x2=texture2D(tx,t+vec2(d,0)).x;
float y2=texture2D(tx,t+vec2(0,d)).x;
Calgon
Joined in May 2022

299 post(s)
December 1, 2023 (edited)
I wrote a script to convert shaders to save time. For this one my conversion slapped a
#version 150
on it. But otherwise it converted as normal with the original :
float xy=texture(tx,t).x;
float x2=texture(tx,t+vec2(d,0)).x;
float y2=texture(tx,t+vec2(0,d)).x;


In fact ... I think this section of code is obsolete and comes from the original cave code. If you follow the variables through the final output doesn't utilise the nmap function the above code was part of.
Calgon
Joined in May 2022

299 post(s)
December 5, 2023
Christmas is coming. What better way to celebrate than with a carousel of 12 hot girls - you could put the whole of Season 2 of the NFTs on at once 😀. You'll definitely need to be running a 64 bit version of iStripper for this or you gonna crash and even then I think you'll need a beefy graphics card. I'm running 3k clips - no idea if it can run 4k (doubt it). I'd suggest you tone down the clip hotness as well or you might overheat more than your graphics card. I like it with progressive hotness switched on.

Let me know how you get on.

This carousel uses a different method to past carousels and can be adapted to have any number of clips.

(x) Carousels
https://bit.ly/46GB45X

Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 5, 2023 (edited)
@Calgon Wrote:
Let me know how you get on.

Thank you...

it's an interesting bit of scene code.
Curious what development platform you are using to generate all the different positions.
I like the use of the clip timer shader for the opacity changes and reflections.
After looking through your code,
When it came time to try to run it
I was not able to run it on my laptop as provided.

Your Shader Opt1b.fsh proved to be more demanding that what my laptop could handle.

By Eliminating the use of that shader,
just comment out that shader in the 2nd Quad.
it runs very smoothly, but with a black background.

So I used the backgrounds from my Rainbow Scene in place of the Opt1b.fsh shader.
Copied the folder of background images, and modified the QUAD in the Scene.


While not the same as your intended design,
it now runs smoothly with a colorful background.


added a folder with static background images.
RaysCO

Removed this from your Scene:

texture {
id: Surfaces1
source: Textures/Surfaces/
//source: Textures/Water/
//source: Textures/New/
//source: Textures/Skyrim/
//source: Textures/Test/
}

replaced it with this:
texture { // random texture 1
id: backlight
source: raysCO/
}

Modified the Quads with the shader in it
Changed it from this:

quad{

size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 450, 0
rot: 0, 0, 0
color: 1.0, 1.0, 1.0
//color: 0, 0, 0
scale: 5, 5
opacity: 1.
blend: true

}

quad {

size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
rot: 0, 0, 0
source: Surfaces, 0
source: Water, 1
source: Greyshades, 2
source: Surfaces2, 3


uniform: uvx_offset, float, 0.0 // Original 0
uniform: uvy_offset, float, 0.0 // Original 0
uniform: background, float, 1.0 // Original 0
shader: fragment, Shaders/Calgon/Opt1b.fsh
scale: 5, 5

}

to this:

quad{

size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 450, 0
rot: 0, 0, 0
color: -1.0, -1.0, -1.0
scale: 5, 5
opacity: 1.
blend: true

sprite {
size: 1920, 1080
source: backlight
hotspot: .5, .5
opacity: 1.0
blend: true
animate: 36, LoopForward, linear, rot, 0, 0, -360
}

}

The Rest is Left as is....

Here is Just my Mods
an Added folder of backgrounds and the modified scene file.
https://virtuastripper.net/Carousels_WA_Mod.zip
Calgon
Joined in May 2022

299 post(s)
December 6, 2023
Hi @WyldAnimal

Glad you found it interesting, I write in ancient perl to output to the scn file - good enough for repetitive tasks.

Looks like you found some obsolete code in there as well. I tend to build a new scene from an old one.

The code in ClipTimer3b.fsh is the interesting bit as you've spotted as it allows you to switch clips on and off at any time within a cycle getting us past the limitations of the old carousels with only 4 positions.

I can't open your code, it seems to have an error - could you re-pack it ?



Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 6, 2023
Also,
I looked at the shader ClipTimer3b.fsh

It looks like you wanted to also use that shader to create the Shadow / Reflection by use of a uniform from the scene file.
So I modified all of the Scene file code for the Girl1 to Girl12 reflections
and then edited the Shader to achieve the results.

I used a new Shader Name ClipTimer3b-wa.fsh

Same Zip file.
Here is Just my Mods
https://virtuastripper.net/Carousels_WA_Mod.zip

Changed all the Scene Reflection code from this:
uniform: shadow, float, 0.0
shader: fragment, Shaders/Calgon/ClipTimer3b.fsh
to This:
uniform: shadow, float, 1.0
shader: fragment, Shaders/Calgon/ClipTimer3b-wa.fsh

and in the shader
I changed this:
if (shadow == 1){
clip.rgb = vec3(0.9);
if (clip.a > 0.05){
// float smootha = smoothstep(0.0, 0.1,clip.a);
// clip.a *= smootha;
clip.a = 0.5;
}
}
to This:
if (shadow == 1){ // Reflection
// Set Color Saturation to 90%
// Set Alpha to 70%
clip.rgb *= 0.9;
clip.a *= 0.7;
// Fix Bounding Box Test for black set alpha to Zero
if (clip.r+clip.g+clip.b < 0.0001){
clip.a = 0.0;
}
}
Calgon
Joined in May 2022

299 post(s)
December 6, 2023
I think I decided against changing the alpha for the reflections because you can then see through one reflection when it passes another but it was February when I was first tinkering around with this so who knows what I was thinking. My scene development has become very slow since the Dolz project started. I think "Fantasy House" by xu (?) would be great for a makeover with this method.

ComteDracula
Joined in Aug 2017

1230 post(s)
December 22, 2023
Thank you very much @EverthangForever for these beautiful scenes.

In the info folder of the FGA297-FGA304 file, there are no images "small_logoFractalgardenA297.png" to "small_logoFractalgardenA304.png"

I want to wish you happy holidays. 😊


Merci beaucoup @EverthangForever pour ces très belles scènes.

Dans le dossier info du fichier FGA297-FGA304, il n'y a pas les images "small_logoFractalgardenA297.png" à "small_logoFractalgardenA304.png"

Je veux vous souhaiter de joyeuses fêtes. 😊
EverthangForever
Joined in Oct 2009

2432 post(s)
December 22, 2023 (edited)
Joyeuses fêtes de fin d'*****ée Merci @ComteDracula de m'avoir aidé à maintenir mon intérêt pour
continuer à partager ces conversions de shaders. Le zip a maintenant été corrigé
---
Happy Festive season. Thank you @ComteDracula for helping to maintain my interest in
continuing to share these shader conversions.The zip has now been corrected 👍

https://scenes.virtuastripper.net/ET_FractalGardenA297-A304.zip

zip size = 4.50 Mb
Socialhazard
Joined in Nov 2020

1135 post(s)
December 22, 2023
@EverthangForever

Merry Hanukka -er- Happy Christmas! 😳 😆 😊

All seem to work so far but I've been busy setting up a new rig after last one died about two weeks ago.

Happy Hoildays everyone.

<(^_^)>
EverthangForever
Joined in Oct 2009

2432 post(s)
December 22, 2023 (edited)
@Socialhazard
..been busy setting up a new rig after last one died about two weeks ago.

OMG, rig failure sucks.. We were wondering where you had disappeared to btw..
Hope you were able to retrieve most of your important stuff via backups
& whatever..Good to see you back here enjoying da ladies pal.😉
Socialhazard
Joined in Nov 2020

1135 post(s)
December 23, 2023 (edited)
I didn't lose much though I will miss some of those skins I had. Lots of new shows to watch since I've been out. 👍 😎

(Edit: I was gaming hard at a certain place before that so I was scarce before then.)
Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 26, 2023
It has been brought to my attention that I missed the Shader needed by my Xmas 2023 Scene
Please re-Download it.

Sample Image: https://virtuastripper.net/SceneImages/WA-XmasSketch.jpg
Scene Zip: https://virtuastripper.net/WA-XmasSketch.zip
Calgon
Joined in May 2022

299 post(s)
December 28, 2023
Hi all

Is it possible to use a background image in a full screen image that is tiled rather than stretched if the sprite size is bigger than the image size ?
EverthangForever
Joined in Oct 2009

2432 post(s)
December 28, 2023
Hey @Calgon
maybe could use some voroni code from
https://www.shadertoy.com/view/4tsGzf
Calgon
Joined in May 2022

299 post(s)
December 28, 2023
Hi @EverthangForever

Yup a shader would probably do it but it's such a simple thing, I'm surprised it wasn't implemented as standard.
Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 28, 2023 (edited)
//Tile a Texture
float tiles =4.0; // 4 x 4 tile
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;

//*************************************
//This does the Tileing
uv*=tiles; // make the tiles
vec3 col = vec3(0.);// define col
col = texture(iChannel0, uv).rgb; //tile the texture
//
//*************************************

//test
if(abs(fragCoord.x/iResolution.x-0.5) < 0.001) col = vec3(1.000,0.0,0.0); //red line
if(abs(fragCoord.y/iResolution.y-0.5) < 0.002) col = vec3(1.000,1.000,0.0); //Yellow line

fragColor = vec4(col,1.0);
}

I didn't test it in iStripper, only on Shader Toy
Calgon
Joined in May 2022

299 post(s)
December 28, 2023
Thanks @Wyldanimal

I'll try and adapt that to what I need, think I need to feed the texture size and sprite size in via uniforms so that it can scale any texture onto any size sprite output
Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 29, 2023 (edited)
As written it scales the texture to fit theQuad and tile it N x N times.
where N is defined by:
float tiles =4.0;

if not using a Quad, then it scales to fit the Screen
Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 29, 2023 (edited)
This version allows control over how many Tiles in X and How Many Tiles in Y

//Tile a Texture
float tilesx =4.0; // Tiles in X
float tilesy =2.0; // Tiles in Y
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;

//*************************************
//This does the Tileing
uv.x*=tilesx; // make the tiles
uv.y*=tilesy;
vec3 col = vec3(0.);// define col
col = texture(iChannel0, uv).rgb; //tile the texture
//
//*************************************

//test
if(abs(fragCoord.x/iResolution.x-0.5) < 0.001) col = vec3(1.000,0.0,0.0); //red line
if(abs(fragCoord.y/iResolution.y-0.5) < 0.002) col = vec3(1.000,1.000,0.0); //Yellow line

fragColor = vec4(col,1.0);
}

you can use fractional values such as 2.5 to get 2 and 1/2 tiles.
Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 29, 2023 (edited)
And this Version allows to Shift the Tileing in X and Y


//Tile a Texture
float tilex =2.0; // Tiles in X
float tiley =2.0; // Tiles in Y
float shiftx = 0.5; // Shift in X
float shifty = -0.5; // Shift in Y
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;

//*************************************
//This does the Tileing
uv.x*= tilex ;// make the tiles
uv.x+= shiftx;
uv.y*= tiley;
uv.y += shifty;
vec3 col = vec3(0.);// define col
col = texture(iChannel0, uv).rgb; //tile the texture
//
//*************************************

//test
if(abs(fragCoord.x/iResolution.x-0.5) < 0.001) col = vec3(1.000,0.0,0.0); //red line
if(abs(fragCoord.y/iResolution.y-0.5) < 0.002) col = vec3(1.000,1.000,0.0); //Yellow line

fragColor = vec4(col,1.0);
}
EverthangForever
Joined in Oct 2009

2432 post(s)
December 30, 2023 (edited)
This works sweet, however..to create more seamless patterns overall,
how would one re-write this so that every second x panel instance was reversed left to right
and every second y instance of the texture was inverted up/down. ?

The only thing I can think of is to use a texture which incl. transparent panel beside and below
da graphic, then run same two shaders with the top one having negative tilex and tiley..ouch😕!
Calgon
Joined in May 2022

299 post(s)
December 30, 2023
I've adapted this to make walls and ceilings for a scene I'm working on so that one texture can be used across the whole surface.
I put the shader in a framebuffer and then called that from a sprite.

@EverthangForever couldn't you achieve what you are after by setting 4 panels in a square arrangement in a framebuffer and then calling that arrangement from the sprite ?
EverthangForever
Joined in Oct 2009

2432 post(s)
December 31, 2023 (edited)
@Calgon
Yes I've included https://www.shadertoy.com/view/DsfGWH as one of my fav
texture grabbers in (C)RandomShader07.scn when using @WA 's Random Shader
app. its also Included as FGA320 in next week's OpenGL conversion bunch. It sort of works.
Beyond that, It is the seamless tiling by alternately inverting 2Dtextures within a flat shader
that I'm trying to mull thru. @WA 's TileATexture02x?.fsh seemed like a good starting point.
Wyldanimal
MODERATOR
Joined in Mar 2008

3767 post(s)
December 31, 2023
Here is an Add-On to the NewYears2024 scene
I recorded a video of the Tokyo New Years Eve Fireworks display
Converted the Video clip in to JPG frames ( 826 of them )
Then Made an Image ***** Animation of the Individual Frames and used that as the Scene Background.
UnZip it to the same New Year Scene Folder.
Scene Add on Only
https://virtuastripper.net/WA_New_Years_2024_SIF.zip
Sample Image
https://virtuastripper.net/SceneImages/WA_New_Years_2024_SIF.jpg

Note: it has to pre-load 826 images, and then animate them using 826 timers.
so there is a delay of 30 seconds to a minute before the scene starts...

Source of Tokyo Video used to make the Scene Image ***** background.
https://youtu.be/0y0li-uoXek?si=G5Iwd07bE-XgBmBs

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