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마지막の글 - 페이지 #1555

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DrDoom9
Joined in Dec 2008
456 글

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripper에 관한 모든 것
March 1, 2017, 5102 답변
This response was made by @TheEmu in the Share Your Fullscreen thread.
As I was asked to move my original querry to this thread, I am also copying @The Emu's response here ...

Unfortunately many of the fragment shaders calculate their output (pixel colour) in a way that ignores any color: and opacity: that may have been specified in the .scn file and this is why your opacity: clause has no effect. There are two ways to fix the problem.

Method 1 - Render the affected part of the scene in a framebuffer and then render that framebuffer in the scene using a sprite. The shader is used in the framebuffer and the color: and opacity: clauses in the sprite.

Method 2 - Fix the shader. All fragment shaders should at some point assign a colour to the GLSL variable gl_FragColor. This is usualy the last line of the shader, for example the refraction.fsh shader used in the bikini scene ends with

gl_FragColor = vec4(texColor.rgb , texColor.a );

but no matter where the assignment is done you can modify its effect either by modifying the line itself or by adding a statement that gets executed later that changes the value of gl_FragColor. You could just modify it to suit the needs of a particular scene, but that can rapidly lead to a having a lot of almost identical scene specific versions of a shader. It is better to be more general and add the line

gl_FragColor = gl_FragColor * gl_Color;

or equivalently the line

gl_FragColor *= gl_Color;

where gl_Color is a standard GLSL shader input that is set by iStripper to reflect the color: and opacity: clauses (defaulting to opaque white). It is most convenient to add this line either immediately after any existing assignment to gl_FragColor or as the last line of the shader's main routine - these are often the same place.

I recommend using method 2, its easier and makes the shader more generally useful.

P.S. In the case of the refraction shader it would be slightly better to replace the existing assignment to gl_FragColor with

gl_FragColor = texColor * gl_Color;

LATE EDIT: I originaly had a superfluous asterisk in the first suggested change to the shader, this is now corrected.
Also there is another work round that may be used, this being to modify the image to be more transparent, but this means that you begin to accumulate multiple slightly different versions of the image. It is better to use the more general solution I outlined above.
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TotemTeam
Joined in Dec 2008
897 글

Hall of Fame - February 2017

iStripper에 관한 모든 것
March 1, 2017, 15 답변
This is the february 2017 iStripper’s Hall of Fame !
  • Community award Rewards the 3 members who have posted the most on the forum AND commented the most about shows during the month.
  • Collection award Rewards the 3 members who have purchased the biggest number of shows during the month.
  • Full Sets award Rewards the 3 members who have completed the biggest number of full sets of models' shows during the month.

These members get a decoration on their profile picture for one month! (Make sure you have a nice avatar picture on yours!)
You will also find here a ranking of the top 100 active members with the largest collections of shows. If there is equality between members, they are sorted from the oldest to the most recently registered.
Congratulations to all!


Community Awards







stefnev1

299 forum posts
36 comments




Ullubu

104 forum posts
0 comment




HombreSinSombra

91 forum posts
0 comment



Collection Awards







v24315827

+1133 shows




i24542243

+1057 shows




GLMorseSr

+794 shows



Full Sets Awards







i24542243

474 sets




GLMorseSr

393 sets




i24996180

358 sets



Largest Collection Awards





01. jununger (3361 shows)

02. rebailne (3361 shows)

03. markhofe (3361 shows)

04. paulied (3361 shows)

05. vu84pida (3361 shows)

06. xvi30ss (3361 shows)

07. duckrising (3361 shows)

08. peterl68 (3361 shows)

09. FlashGH (3361 shows)

10. davidconroy2004 (3361 shows)

11. carldurham (3361 shows)

12. Boris99df (3361 shows)

13. Thomas2323 (3361 shows)

14. thefister (3361 shows)

15. harshie (3361 shows)

16. Lokiwilliam (3361 shows)

17. cjcarrera (3361 shows)

18. mo7ibelkuss (3361 shows)

19. luvniz (3361 shows)

20. vg4us (3361 shows)

21. JS1234 (3361 shows)

22. hdienelt (3361 shows)

23. Mikailboss4503 (3361 shows)

24. CommendatorE5I50 (3361 shows)

25. TimDenchanter (3361 shows)

26. leto00 (3361 shows)

27. bradcat20 (3361 shows)

28. Richlem (3361 shows)

29. 2manychoices (3361 shows)

30. shacky63 (3361 shows)

31. CoolJAG (3361 shows)

32. Mrdarts (3361 shows)

33. v11160668 (3361 shows)


34. blacke (3361 shows)

35. Raikiri (3361 shows)

36. Number6 (3361 shows)

37. Bocha (3361 shows)

38. feitknecht (3361 shows)

39. NastyKilla77 (3361 shows)

40. v14743340 (3361 shows)

41. Scott2205 (3361 shows)

42. v15810839 (3361 shows)

43. jizzlobber (3361 shows)

44. v17984636 (3361 shows)

45. v18260040 (3361 shows)

46. hopsing (3361 shows)

47. optimist44 (3361 shows)

48. Koarkeo (3361 shows)

49. TheEmu (3361 shows)

50. ac53739 (3361 shows)

51. bris69 (3361 shows)

52. c00llav1e (3361 shows)

53. v21972547 (3361 shows)

54. VagueAbond (3361 shows)

55. v22758509 (3361 shows)

56. easy31 (3361 shows)

57. v23607037 (3361 shows)

58. Knite314 (3361 shows)

59. v24245112 (3361 shows)

60. i24426327 (3361 shows)

61. applekor (3360 shows)

62. MZStone (3360 shows)

63. LemmingKingXXX (3360 shows)

64. kchristophe (3360 shows)

65. sonicthe (3360 shows)

66. blackleviathan (3360 shows)

67. archer67 (3360 shows)


68. tokstolle (3360 shows)

69. tux1 (3360 shows)

70. vevince0 (3360 shows)

71. Gurkenhals (3360 shows)

72. Froid66 (3360 shows)

73. cupidostar (3360 shows)

74. yamaha32 (3360 shows)

75. plumbum (3360 shows)

76. gman61353 (3360 shows)

77. shyguy117 (3360 shows)

78. BushViper357 (3360 shows)

79. Donatien (3360 shows)

80. v24257705 (3360 shows)

81. LargoWinch (3359 shows)

82. wuxjnozy (3359 shows)

83. bubbithehardone (3359 shows)

84. HChum (3359 shows)

85. vghd435 (3359 shows)

86. jjmore (3359 shows)

87. franchise (3359 shows)

88. v14988355 (3359 shows)

89. DrunkMonkey (3359 shows)

90. v16992432 (3359 shows)

91. Eisbaer6 (3359 shows)

92. Radrod1 (3359 shows)

93. i24542243 (3359 shows)

94. zygazyso (3358 shows)

95. oldgut (3358 shows)

96. ziggyx (3357 shows)

97. justmarried65 (3357 shows)

98. bv040472 (3357 shows)

99. v16566739 (3357 shows)

100. xtankie69 (3357 shows)




TheEmu
Joined in Jul 2012
7424 글

Share your FullScreen - Member Created Scenes here

iStripper에 관한 모든 것
February 28, 2017, 2704 답변
@DrDoom9.

Unfortunately many of the fragment shaders calculate their output (pixel colour) in a way that ignores any color: and opacity: that may have been specified in the .scn file and this is why your opacity: clause has no effect. There are two ways to fix the problem.

Method 1 - Render the affected part of the scene in a framebuffer and then render that framebuffer in the scene using a sprite. The shader is used in the framebuffer and the color: and opacity: clauses in the sprite.

Method 2 - Fix the shader. All fragment shaders should at some point assign a colour to the GLSL variable gl_FragColor. This is usualy the last line of the shader, for example the refraction.fsh shader used in the bikini scene ends with

gl_FragColor = vec4(texColor.rgb , texColor.a );

but no matter where the assignment is done you can modify its effect either by modifying the line itself or by adding a statement that gets executed later that changes the value of gl_FragColor. You could just modify it to suit the needs of a particular scene, but that can rapidly lead to a having a lot of almost identical scene specific versions of a shader. It is better to be more general and add the line

gl_FragColor = gl_FragColor * gl_Color;

or equivalently the line

gl_FragColor *= gl_Color;

where gl_Color is a standard GLSL shader input that is set by iStripper to reflect the color: and opacity: clauses (defaulting to opaque white). It is most convenient to add this line either immediately after any existing assignment to gl_FragColor or as the last line of the shader's main routine - these are often the same place.

I recommend using method 2, its easier and makes the shader more generally useful.

P.S. In the case of the refraction shader it would be slightly better to replace the existing assignment to gl_FragColor with

gl_FragColor = texColor * gl_Color;

LATE EDIT: I originaly had a superfluous asterisk in the first suggested change to the shader, this is now corrected.
Also there is another work round that may be used, this being to modify the image to be more transparent, but this means that you begin to accumulate multiple slightly different versions of the image. It is better to use the more general solution I outlined above.
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