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关于iStripper的一切
July 2, 2015, 5053 回复
@Mikedreams thanks for your kind comments.@TheEmu really deserves such feedback 😄
@Cherry2000 some great ideas for accessories there ;-)
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@anyone
Continuing to try to apply uniforms to give SCN level adjustments to shaders:
in ELECTRICAveNew - TheEmu = Transmats05 - SandboxUnknowne#22678_2 - Random and RandomTextures01 x 12.scn (in above zip)..I have applied ...
framebuffer {
id: Tunnel1
source: TunnelWalls1
shader: fragment, Shaders/Unknown - e#22678.2.fsh
uniform: choiceA, float, var7
uniform: choiceB, float, var5
uniform: choiceC, float, var2
In the ' Unknown - e#22678.2.fsh ' shader I have applied...in the preable:
after uniform float u_Elapsed; // The elapsed time in seconds
uniform vec2 u_WindowSize; // Window dimensions in pixels...
uniform float choiceA;
uniform float choiceB;
uniform float choiceC;
// ..& in the float trap area I've added to defines below..
#define var8 min(length(p.xz), min(length(p.yz), length(p.xy))) - 0.05
#define var1a choiceA
#define var2a choiceB
#define var3a choiceC
// I've changed...
// return min(max(var7, -var5), var2);
// to
return min(max(var1a, -var2a), var3a);
however, I only get a partial rendering of the shader onscreen
(road & just plain flat orange sides) with nothing showing on debug
If I switch the return statement back to original everything (detail) works fine..
(except ofc for debug's mild complaint about orphaned uniforms)
Anyone have any idea why, or can fix the syntax ?