testing color-thermo for filming
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8e491737f2
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2 changed files with 6 additions and 1 deletions
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@ -3,6 +3,7 @@ precision mediump float;
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#endif
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_color;
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uniform sampler2DRect u_ofcam;
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uniform sampler2DRect u_energy;
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uniform sampler2DRect u_v4l2cam;
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@ -164,8 +165,10 @@ void main() {
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vec4 depth = texture(u_depth, st);
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depth.r *= 100;
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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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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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}
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else {
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vec4 pointCloudColor = texture(u_ofcam, st);
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@ -368,7 +368,9 @@ void ofApp::drawMain()
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{
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ofDisableDepthTest();
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auto tex = kinectDevice.getDepthTex();
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auto ctex = kinectDevice.getColorTex();
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniformTexture("u_color", ctex);
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boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
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boundShader.setUniformTexture("u_energy", fbos.at("energy"));
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boundShader.setUniformTexture("u_v4l2cam", v4l2Buffer.at(v4l2BufferCount));
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