testing color-thermo for filming

This commit is contained in:
micuat 2020-11-06 16:00:40 +01:00
parent 8e491737f2
commit 3fa069be04
2 changed files with 6 additions and 1 deletions

View file

@ -3,6 +3,7 @@ precision mediump float;
#endif
uniform sampler2DRect u_depth;
uniform sampler2DRect u_color;
uniform sampler2DRect u_ofcam;
uniform sampler2DRect u_energy;
uniform sampler2DRect u_v4l2cam;
@ -164,8 +165,10 @@ void main() {
vec4 depth = texture(u_depth, st);
depth.r *= 100;
depth.a = 0;
vec4 v4l2 = texture(u_v4l2cam, st);
// vec4 v4l2 = texture(u_v4l2cam, st);
vec4 v4l2 = texture(u_v4l2cam, (st + vec2(300, 0)) / 3.5 + vec2(-10, 86));
gl_FragColor = depth + v4l2;
gl_FragColor = mix(vec4(v4l2.rgb,1), vec4(texture(u_color, st + vec2(300, 0)).rgb, 1), u_mouse.x/u_resolution.x);
}
else {
vec4 pointCloudColor = texture(u_ofcam, st);

View file

@ -368,7 +368,9 @@ void ofApp::drawMain()
{
ofDisableDepthTest();
auto tex = kinectDevice.getDepthTex();
auto ctex = kinectDevice.getColorTex();
boundShader.setUniformTexture("u_depth", tex);
boundShader.setUniformTexture("u_color", ctex);
boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
boundShader.setUniformTexture("u_energy", fbos.at("energy"));
boundShader.setUniformTexture("u_v4l2cam", v4l2Buffer.at(v4l2BufferCount));