soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/Resources/PointCloudVertexShaderAll.compute
2019-10-26 22:49:14 +02:00

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#pragma kernel BakeVertexTex
uint2 PointCloudRes;
float2 SpaceScale;
uint MinDepth;
uint MaxDepth;
StructuredBuffer<float> SpaceTable;
StructuredBuffer<uint> DepthMap;
RWTexture2D<float4> PointCloudVertexTex;
[numthreads(8, 8, 1)]
void BakeVertexTex(uint3 id : SV_DispatchThreadID)
{
uint i = id.x + id.y * PointCloudRes.x;
uint depth2 = DepthMap[i >> 1];
uint depth = (i % 2 == 0 ? depth2 <<= 16 : depth2) >> 16;
depth = (depth >= MinDepth && depth <= MaxDepth) * depth;
float fDepth = (float)depth / 1000.0;
bool mask = depth != 0;
float3 pos = float3(
SpaceTable[i * 3] * fDepth * SpaceScale.x,
SpaceTable[i * 3 + 1] * fDepth * SpaceScale.y,
mask ? fDepth : 1000
);
PointCloudVertexTex[id.xy] = float4(pos, mask);
}