zone a test
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3fa069be04
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2cf5b8ef6b
2 changed files with 7 additions and 2 deletions
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@ -9,6 +9,7 @@ uniform sampler2DRect u_energy;
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uniform sampler2DRect u_v4l2cam;
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uniform sampler2DRect u_v4l2cam;
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uniform sampler2DRect u_buffer0;
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uniform sampler2DRect u_buffer0;
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uniform sampler2DRect u_buffer1;
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uniform sampler2DRect u_buffer1;
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uniform sampler2DRect u_gradient;
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uniform bool u_calib;
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uniform bool u_calib;
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uniform vec2 u_calibXY;
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uniform vec2 u_calibXY;
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@ -166,9 +167,12 @@ void main() {
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depth.r *= 100;
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depth.r *= 100;
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depth.a = 0;
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depth.a = 0;
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// vec4 v4l2 = texture(u_v4l2cam, st);
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// vec4 v4l2 = texture(u_v4l2cam, st);
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vec4 v4l2 = texture(u_v4l2cam, (st + vec2(300, 0)) / 3.5 + vec2(-10, 86));
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vec4 v4l2 = texture(u_v4l2cam, (st + vec2(300, 0)) / vec2(3.7,3.5) + vec2(4, 86));
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v4l2 = texture(u_gradient, vec2(v4l2.r * 3425, 0));
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gl_FragColor = depth + v4l2;
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gl_FragColor = depth + v4l2;
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gl_FragColor = mix(vec4(v4l2.rgb,1), vec4(texture(u_color, st + vec2(300, 0)).rgb, 1), u_mouse.x/u_resolution.x);
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float fader = sin(u_time * 3.1415 / 10);
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fader = fader * 0.5 + 0.5;
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gl_FragColor = mix(vec4(v4l2.rgb,1), vec4(texture(u_color, st + vec2(300, 0)).rgb, 1), fader);
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}
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}
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else {
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else {
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vec4 pointCloudColor = texture(u_ofcam, st);
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vec4 pointCloudColor = texture(u_ofcam, st);
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@ -377,6 +377,7 @@ void ofApp::drawMain()
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boundShader.setUniform1i("u_calib", calibMode == true ? 1 : 0);
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boundShader.setUniform1i("u_calib", calibMode == true ? 1 : 0);
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boundShader.setUniform2f("u_calibXY", registrationXY);
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boundShader.setUniform2f("u_calibXY", registrationXY);
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boundShader.setUniform1f("u_calibScale", registrationScale);
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boundShader.setUniform1f("u_calibScale", registrationScale);
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boundShader.setUniformTexture("u_gradient", gradients.at("warm1"));
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boundShader.setUniform1i("u_init", 1);
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boundShader.setUniform1i("u_init", 1);
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boundShader.render();
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boundShader.render();
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boundShader.setUniform1i("u_init", 0);
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boundShader.setUniform1i("u_init", 0);
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