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Derniers messages - Page 1450

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TheEmu
Inscrit en Jul 2012
7424 message(s)
stefnev1
MODÉRATEUR
Inscrit en Jul 2008
17726 message(s)
TheEmu
Inscrit en Jul 2012
7424 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
22 October 2017, 5119 réponses
When I try your latest AcidRain my GLSL compiler (Intel's) rejects it with the following error messages.

ERROR: 1:33: 'assign' : l-value required "fm0" (can't modify a varying)
ERROR: 1:36: 'assign' : l-value required "fm0" (can't modify a varying)
ERROR: 1:37: 'assign' : l-value required "fm0" (can't modify a varying)
ERROR: 1:39: 'assign' : l-value required "fm0" (can't modify a varying)
[/code]

with more for the other fm variables. This is because you declare fm0 etc. as "varying". In GLSL the keyword "varying" does not declare a variable as distint to a constant, it declares a variable that has different values in different simultaneously active invokations of a fragment shader - basicly something that varies from pixel to pixel as opposed to a uniform variable that is the same for each pixel. The GLSL language says that fragment shaders may not modify anything declared as "varying" which are inputs to fragment shaders. Vertex shaders can modify things declared as "varying" and these act as inputs to the fragment shaders (actualy the inputs to the fragment shaders are interpolated from the values calculated for each of the neighbouring vertices). It is unfortunate that some GLSL compiler implementations do not enforce the limitation and allow things that are violations of the official language specification.

This can be fixed by just removing "varying" from the declarations - if you leave them outside the function they will be initialised to 0.0 or you can delete them and declare them inside the function when you first use them.

However, when I do this I then the scene reduces to a blank background behind the performer. This may be due to the cact that you have declared the "varying" vectors vUv0, vUv1 and vUv2 but nothing every provides them with values so they default to (0.0,0.0). When I run the scene I get a warning message

2017-10-22T08:47:05[] WARNING[QOpenGLShader::link: "Fragment shader contains a user varying, but is linked without a vertex shader.

What were you trying to do with vUv0 etc.?
HombreSinSombra
Inscrit en Oct 2010
6382 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
21 October 2017, 5119 réponses
I love this scene @Z22. Thanks for sharing 😍

I made a few tweaks for my own preferences. I like to see the model's name and it's more fun when it's animated 😉

I also allowed more clip types and resized the models. I like 'em BIGGER on my screen!

Anyways, here's what I changed. Thanks again, buddy!



framebuffer
{
id: fb0
pos: 3840, 2160
size: 7680, 4320

sprite {
opacity: 0.999
scale: 1, 1
hotspot: 0.5, 0.5
size: 3840, 2160
source: Girl
blend: false

animate: 4, PingPong, InOutSine, color, -0.2, 0, 0
animate: 6, PingPong, InOutSine, color, 0, -0.2, 0
animate: 2, PingPong, InOutSine, color, 0, 0, -0.2
}


// I added this chunk of code here to spin the model's name...

clipNameSprite {
pos: 10, -540
color: 1, 1, 1
scale: 3.0, 3.0
hotspot: 1.0, 1.0
opacity: 0.8
source: Clip
animate: 7.0, PingPong, InOutQuad, rot, 0, 0, 1440
}

clipNameSprite {
pos: 10, -540
color: 0, 0, 0
hotspot: 1.0, 1.0
scale: 3.03, 3.03
source: Clip
animate: .5 , PingPong, InOutQuad, color, 0, 0, 0.8
animate: .3 , PingPong, InOutQuad, color, 0, 0.8, 0
animate: .5 , PingPong, InOutQuad, color, 0.8, 0, 0
animate: 6.8, 0, InOutQuad, rot, 0, 0, 1440
}


//I also resized standingHeight to 1900 and added sittingHeight @1500 to make the models bigger. I deleted all of your, 'denys' except top as I prefer more clip types:)



In the RadialBlur shader code I changed this also:

//Original taked from "halloween" scene by totem(istripper)
//Adapted by z22

uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
varying vec4 gl_Color;
uniform float u_Elapsed;

varying float fm0;
varying float fm1;
varying float fm2;
varying float fm3;

//I changed the blurSize to 20 here. Looks better for my taste :)
const float blurSize = 20 / 1024.0;


void main(void)