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最後の投稿 - ページ#391

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ComteDracula
Joined in Aug 2017
2671 投稿

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripperに関する全て
February 4, 2022, 5043 アンサー
Sorry, it doesn't work. Neither with FG165 and FG165WA.

Still the white background problem.


Désolé, ça ne fonctionne pas. Ni avec FG165 et FG165WA.

Toujours le problème de fond d'écran blanc.

2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VENDOR: NVIDIA Corporation]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_RENDERER: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VERSION: 4.6.0 NVIDIA 511.65]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL version: "4.6"]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture units: 32]
2022-02-03T19:58:01 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture max size: 32768]
2022-02-03T19:58:01[] WARNING[QOpenGLShader::compile(Fragment): 0(175) : error C7616: global variable gl_FragColor is removed after version 420]
2022-02-03T19:58:01[] WARNING[*** Problematic Fragment shader source code ***
#version 460
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player


and


2022-02-03T19:58:13[] WARNING[QOpenGLShader::compile(Fragment): 0(151) : error C7616: global variable gl_FragColor is removed after version 420]
2022-02-03T19:58:13[] WARNING[*** Problematic Fragment shader source code ***
#version 460
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod02WA.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
#define iResolution u_WindowSize
#define iTime u_Elapsed //*0.31416
Wyldanimal
モデレータ
Joined in Mar 2008
17108 投稿

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripperに関する全て
February 3, 2022, 5043 アンサー
Since iStripper doesn't support input channels the same as that of ShaderToy
we can eliminate all of the codes related to the HDR input and texturing input

and we aren't making AA passes, so we can get rid of the AA loops.

here is then whats left.


#version 460
#extension GL_EXT_gpu_shader4 : enable
#define lowp
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
#define iResolution u_WindowSize
#define iTime u_Elapsed //*0.31416

const float pi = 3.14;
float pieceDist(vec3 p, float th, int n, float r, float rs)
{
vec2 delta = vec2(sin(th), cos(th));
float y = 0.;
float d = dot(vec2(delta.y, -delta.x), vec2(length(p.xz) - r, p.y - y));
float r0 = 0.;
float l = length(p.xz);
for(int i = 0; i < n; ++i)
{
r0 = (.07 + cos(float(i + n) + iTime / 2.) * .04) * rs;
y += delta.y * r0;
r += delta.x * r0;
float td = length(vec2(l - r, p.y - y)) - r0;
if((i & 1) == 0)
d = min(d, td);
else
d = max(d, -td);
y += delta.y * r0;
r += delta.x * r0;
}
return max(d, p.y - y);
}

vec4 piece(vec3 p, vec2 org, float th, int n, float r, float rs)
{
return vec4(org.x, org.y, pieceDist(p - vec3(org.x, 0, org.y), th, n, r, rs), r);
}

vec4 u(vec4 a, vec4 b)
{
return a.z < b.z ? a : b;
}

vec4 scene(vec3 p)
{
vec4 res = vec4(0, 0, 1e4, 0);
res = u(res, piece(p, vec2(0), -.2, 13, .5, 1.));
res = u(res, piece(p, vec2(1.5, 0), -.0,9, .2, 1.));
res = u(res, piece(p, vec2(-.7, -.9), -.0, 8, .3, 1.3));
res = u(res, piece(p, vec2(-1.5, .1), -.5, 5, .8, 2.));
res = u(res, piece(p, vec2(.5, .7), -.05, 12, .2, 1.));
res.z = min(res.z, p.y);
return res;
}

float map(vec3 p)
{
return scene(p).z;
}

// Soft shadow for SDF, from IQ and Sebastian Aaltonen:
// https://www.shadertoy.com/view/lsKcDD
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax, int technique, float s )
{
float res = 1.0;
float t = mint;
float ph = 1e10; // big, such that y = 0 on the first iteration

for( int i=0; i<55; i++ )
{
float h = map( ro + rd*t );

// traditional technique
if( technique==0 )
{
res = min( res, s*h/t );
}
// improved technique
else
{
// use this if you are getting artifact on the first iteration, or unroll the
// first iteration out of the loop
//float y = (i==0) ? 0.0 : h*h/(2.0*ph);

float y = h*h/(2.0*ph);
float d = sqrt(h*h-y*y);
res = min( res, s*d/max(0.0,t-y) );
ph = h;
}

t += h;

if( res<0.0001 || t>tmax ) break;

}
return clamp( res, 0.0, 1.0 );
}

// Forward-difference SDF gradients.
vec3 distG(vec3 p)
{
vec2 e = vec2(1e-4, 0);
return vec3(map(p + e.xyy), map(p + e.yxy), map(p + e.yyx)) -
vec3(map(p - e.xyy), map(p - e.yxy), map(p - e.yyx));
}

void render( out vec4 gl_FragColor, in vec2 gl_FragCoord )
{
vec2 uv = gl_FragCoord.xy / iResolution.xy * 2. - 1.;
uv.x *= iResolution.x / iResolution.y;

vec3 ro = vec3(-.3, .8, 4.2), rd = normalize(vec3(uv, -3.));

float t = 2.5;
for(int i = 0; i < 110; ++i)
{
float d = map(ro + rd * t);
if(abs(d) < 1e-4)
break;
if(t > 10.)
break;
t += d;
}

vec3 rp = ro + rd * t;

vec3 n = normalize(distG(ro + rd * t));
vec3 r = reflect(rd, n);
vec3 ld = normalize(vec3(-1, 1, 1));
float sh = calcSoftshadow(ro + rd * t, ld, 1e-2, 1e3, 0, 2.);
float sh2 = calcSoftshadow(ro + rd * t, r, 1e-2, 1e3, 0, 10.);

vec3 diff = .5 + .5 * cos(rp.y * vec3(3, 2, 5) * .5 + vec3(.6, 0, .6));

vec4 sp = scene(rp);
diff = mix(vec3(1), diff, smoothstep(.1, .12,abs(fract(.1 + atan(rp.z - sp.y, rp.x - sp.x) / pi * 5.) - .5)));

if(abs(rp.y) < 1e-2 || t > 9.)
diff = vec3(.5, .75, 1.) * smoothstep(-.1, .15, distance(rp.xz, sp.xy) - sp.a);

gl_FragColor.rgb = diff;

gl_FragColor.rgb *= mix(.5, 1., sh) * vec3(max(0., .6 + .4 * dot(n, ld)));

}
void main( void )
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
gl_FragColor.a = 1.;
gl_FragColor.rgb = vec3(0);

// Anti-aliasing loop

vec4 rc;
render(rc, gl_FragCoord.xy);
gl_FragColor.rgb += clamp(rc.rgb, 0., 1.);


gl_FragColor.rgb = pow(clamp(gl_FragColor.rgb, 0., 1.), vec3(1. / 2.2));
}
ComteDracula
Joined in Aug 2017
2671 投稿

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripperに関する全て
February 3, 2022, 5043 アンサー
Voici pour moi.


2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VENDOR: NVIDIA Corporation]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_RENDERER: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VERSION: 4.6.0 NVIDIA 511.65]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL version: "4.6"]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture units: 32]
2022-02-03T07:55:10 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture max size: 32768]
2022-02-03T07:55:10[] WARNING[QOpenGLShader::compile(Fragment): 0(164) : error C7011: implicit cast from "vec3" to "vec2"
0(172) : warning C7533: global variable gl_FragColor is deprecated after version 120
0(180) : error C7011: implicit cast from "vec4" to "vec2"]
2022-02-03T07:55:10[] WARNING[*** Problematic Fragment shader source code ***
#version 130
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
//Undulating ColumnsMod01.fsh by fizzer
//https://www.shadertoy.com/view/WlXXDH
// Licence CC0
// Adapted, trivialy, for use in VGHD player
uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.
uniform vec2 u_WindowSize; // This is the dimensions of the viewport.
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;

Philours
Joined in Feb 2019
3971 投稿

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripperに関する全て
February 3, 2022, 5043 アンサー
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:57 fullscreen: [NodeAnimation::set] WARNING[Unknown curve "pingpong" for node ""]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:11[] WARNING[QOpenGLShader::compile(Fragment): WARNING: 0:2: '' : #version directive missing
ERROR: 1:163: 'textureLod' : no matching overloaded function found (using implicit conversion)
ERROR: 1:163: 'textureLod' : function is not known
WARNING: 1:186: 'function' : is not available in current GLSL version texelFetch]
2022-02-03T13:13:11[] WARNING[*** Problematic Fragment shader source code ***]
2022-02-03T13:13:11[] WARNING[#define lowp
#define mediump
#define highp
//Undulating ColumnsMod01.fsh by fizzer

//https://www.shadertoy.com/view/WlXXDH

// Licence CC0

// Adapted, trivialy, for use in VGHD player

uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.

uniform vec2 u_WindowSize; // This is the dimensions of the viewport.

uniform sampler2D iChannel0;

uniform sampler2D iChannel1;
EverthangForever
Joined in Oct 2009
4459 投稿

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripperに関する全て
February 3, 2022, 5043 アンサー
I have started to pay more attention to
reducing the amount of stuttering movement
of models when a processor intensive shader
is used in a scene.

This occured after a recent WebGL conversion
https://scenes.virtuastripper.net/ET_FractalGarden165.zip
zip size = 5.72 Kb

The stuttered movemnt of the models was so bad
I had to re-edit both the shader and the .SCN
( as below) to make it watchable. To do this..
In the .SCN file:

1. Removed the shader's substrate texture altogether
and replaced that source with a nested quad at the
framebuffer to mount the shader.

framebuffer {
id: myquad01
size: 960, 540
quad {
size: 960, 540 //1920, 1080
hotspot: 0.0, 0.0
pos: 0, 0, 0
shader: fragment, Shaders/Undulating ColumnsMod01.fsh
}
}

2. Reduced the amount of processing required by using
a smaller sized quad (half the size of the original
1920 x 1080 mounting texture). you can go smaller but
the edges of graphics may start to break up.

3. At the sprite node used that same size to declare
the output of the shader as a 'sprite'. This also
allowed me to invert the shader output which I could
not have done if I had applied the shader directly on
a texture in the sprite node.

sprite {
hotspot: 0.5, 0.5
pos: 0, 0, 0
source: myquad01
size: 960, 540
scale: 1.0, -1.0// inverts the previous shader
}

4. Used Z placement of the 3D camera to best fit the shader
'sprite' for the screen rather than re-scaling the 'sprite'

In the shader:
Reduced precision from mediump to lowp

#ifdef GL_ES
precision lowp float;
#endif

By making the above changes, the stuttering became way less
noticeable. The only drawback to removing my 'good old' Beige.png
shader substrate is that slight artifacts are created now whenever
the clipnamesprite or logo become active.
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