fixing thermo mapped pos??
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2dadffb8af
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2b6f7059a6
3 changed files with 19 additions and 7 deletions
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@ -9,8 +9,11 @@ uniform sampler2DRect imageTexture;
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uniform vec3 uHottest0;
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uniform vec3 uHottest1;
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uniform vec3 uHottest3d0;
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uniform vec3 uHottest3d1;
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in vec2 texCoordVarying;
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in vec3 vPos;
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in float vTemperature;
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in float vAge;
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@ -18,5 +21,11 @@ void main()
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{
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vec3 remapedColor = texture(imageTexture, vec2(vTemperature*1600, 0.5)).xyz;
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float alpha = max(0, 1 - pow(vAge,4));
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fragColor = vec4(remapedColor, alpha);
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vec4 color = vec4(remapedColor, alpha);
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if(length(vPos.x - uHottest3d1.x) < 500) {
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color = vec4(0,1,0,1);
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}
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fragColor = color;
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}
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@ -7,6 +7,7 @@ in vec4 position;
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in vec2 texcoord;
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out vec2 texCoordVarying;
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out vec3 vPos;
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out float vTemperature;
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out float vAge;
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@ -16,5 +17,6 @@ void main()
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vec4 misc = texture(particles2, texCoordVarying);
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vTemperature = misc.x;
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vAge = misc.y;
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gl_Position = modelViewProjectionMatrix * vec4(texture(particles0, texCoordVarying).xyz, 1.0);
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vPos = texture(particles0, texCoordVarying).xyz;
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gl_Position = modelViewProjectionMatrix * vec4(vPos, 1.0);
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}
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@ -161,9 +161,10 @@ void ofApp::exit()
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ofVec3f ofApp::getDepthAt(int x, int y)
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{
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auto ray = kinectDevice.getDepthToWorldPix().getColor(x, y);
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float depth = kinectDevice.getDepthPix().getColor(x, y).r;
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if (depth == 0)
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depth = 2000;
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auto depthShort = kinectDevice.getDepthPix().getColor(x, y).r;
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float depth = -depthShort;
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if (depthShort == 0)
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depth = -2000;
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ofVec3f pos(ray.r * depth, ray.g * depth, depth);
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return pos;
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}
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