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Wyldanimal
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已加入 在 Mar 2008
17105 发布

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

关于iStripper的一切
January 1, 2022, 5043 回复
Unfortunately you cannot mount a shader on a quad
within a frame buffer, so framebuffer has to include reference to a real texture substrate.


I'm doing exactly that with my Fireworks Shader
Applying it directly to a Quad inside of a frame buffer

I think it is the Size Parameter that must be used on the quad.
So the quad has a Size which then gives it a set of UV coordinates.


//#################################################################
framebuffer { // hi resolution display
// size = 1920 x 1080 divided by 1 = 1920 x 1080
id: Fireworks
size: 1920, 1080 // Size
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 8.0 // number of firework explosions
uniform: PARTICLES, float, 20.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################

and this is the code for the low Resolution version


//#################################################################
framebuffer { //low resolution display
// size = 1920 x 1080 divided by 8 = 240 x 135
id: Fireworks
size: 240, 135 // Size
quad {
size: 240, 135 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 20.0 // number of firework explosions
uniform: PARTICLES, float, 100.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################