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Wyldanimal
MODÉRATEUR
Inscrit en Mar 2008
17196 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
21 January 2023, 5054 réponses
If you Change the multiplier value you can get many more random times on the clock
You were using 100 as the multiplier
But if you change it to 525600
Also some changes so the date is also random
also Added the update on the seconds to count up.


void mainImage(out vec4 O, vec2 U)

{
// Calgon - Get a random number...
// Next 3 lines will generate an integer between 0 and 100 or thereabouts
vec4 myColor = texture(iChannel0, vec2 (0, 0));
float myNum = (myColor.r ) *31536000 + ((iTime * 6.)/8.);// count seconds
int myInt = int(myNum);

// We feed that to the clock and it gives a time of up to 1:40
int t = myInt;
ivec4 i = ivec4(0); // Convert everything to integers
// End of Calgon stuff

// Back to the clock display which will treat our random number as seconds
vec2 R = iResolution.xy;
U += U - R;
U /= R.y / 3.; // Global scaling with aspect ratio correction
O-=O; // Zero the pixel

// colon blink rate
float x = U.x - U.y * .2 - 2.8, // Slight skew to slant the digits
y = --U.y;
// changed to 60 = 1 second
i.w = int(iTime * 60.) % 100 // Replace with centiseconds

// Seconds (preceded by a colon)
Z(t % 60)
C

// Minutes (preceded by a colon)
Z(t % 60)
C

// Hours
Z(t)

// Smaller digits
x /= .6;
y /= .6;
R *= .6;

// Centiseconds
x -= 14.;
y += .53
Z(i.w)

// Day (preceded by a hyphen)
x -= .8;
y += 3.
// Z(i.z)
// H(1)
Z(t)
H(1)

// Month (preceded by a hyphen)
// Z((i.y + 1)) // Is it a bug in shadertoy that we have to add one?
// H(1)
Z((t)) // Is it a bug in shadertoy that we have to add one?
H(1)

// Year
// Z(i.x % 100)
// Z(i.x / 100)
Z(t % 100)
Z(t / 100)
}


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


void main ( void )
{
mainImage ( gl_FragColor, gl_FragCoord.xy );
}

Manue
ÉQUIPE CUSTOMER SERVICE
Inscrit en Nov 2014
5815 message(s)
celine
ÉQUIPE
Inscrit en Sep 2007
8102 message(s)

Thank God It's Friday

Tout sur iStripper
20 January 2023, 0 réponses
Thank God It's Friday ! Let's celebrate the Chinese New Year, the year of the rabbit!

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  • Elle Mira / Pure At Heart




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Wyldanimal
MODÉRATEUR
Inscrit en Mar 2008
17196 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
20 January 2023, 5054 réponses
Many Scene's use a background Shader
and the Only real Difference from one scene to the Next is what Shader is used for the background.

If you create a set of shaders that all accept the same uniform values, or don't use any uniform inputs,
then is it possible to select the background shader at random, like we can with background textures?

I've tested many different syntaxes for the shader and have not found a way to do it.

So I decided to write my own utility that gets a list of all the shaders in the folder
and it picks one at random, and creates a New shader called Random.fsh by making a copy of the randomly selected shader.

In your Scene file you then just define the shader as Random.fsh

sprite {
source: solid
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
shader: fragment, shaders/Random.fsh
}

Now the Random Shader app runs in the background every 5 seconds and changes the shader.
The Shader change is NOT dynamic, you won't see a Shader change Mid Scene
but each time the scene is restarted a new background is seen.

each time the scene is played, there is a random shader applied.
( because it is random, it is possible to get the same shader multiple times in a row )
But the more shaders placed in the folder, the more it will be different.

you have to Manually Start the Random Shader App
then minimize the app to the task bar.

One Scene file, Many different Shaders for the Background.