realityplayground-of/zoneb/bin/data/shaders/render.frag

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#ifdef GL_ES
precision mediump float;
#endif
// Custom attributes.
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uniform sampler2D uColorTex; // Sampler for the color registered data
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uniform sampler2D u_v4l2cam;
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uniform sampler2D u_gradient;
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uniform sampler2D u_particle;
in vec2 gTexCoord;
void main()
{
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vec2 st = gTexCoord;
st /= 3;
st -= vec2(0.5);
st *= 1.45;
st += vec2(0.5);
st.s += 0.15;
st.t += 0.16;
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float thermo = texture2D(u_v4l2cam, st).r;
gl_FragColor = vec4(texture2D(u_gradient, vec2(thermo, 0.5)).rgb, 1);
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// gl_FragColor = texture2D(u_particle, gTexCoord);
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// gl_FragColor = vec4(1);
}