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5 changed files with 35 additions and 13 deletions
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@ -113,7 +113,7 @@ void main()
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float rate = 1-smoothstep(D - d, D + d, length(gPos.x + uBetween.x) + n);
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rate *= uAreThereTwoPeopleTween;
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vec3 remapedColor = mix(remapedColorC, remapedColorW, rate);
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float alpha = max(0, 1 - pow(gAge,4)) * .2;
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float alpha = max(0, 1 - pow(gAge,4)) * .03;
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// if(vTemperature < 0.5) {
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// alpha *= vTemperature * 2;
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@ -6,10 +6,13 @@ layout (max_vertices = 4) out;
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// OF handled uniforms and attributes.
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uniform mat4 projectionMatrix;
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uniform float u_time;
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// App specific uniforms and attributes.
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// uniform float uSpriteSize;
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in vec4 vPosition[];
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in vec4 vPrevPosition[];
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in vec2 vTexCoord[];
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flat in int vValid[];
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@ -27,7 +30,7 @@ out float gAge;
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void main()
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{
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float uSpriteSize = 1.5;
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float uSpriteSize = 1;
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// if (vValid[0] == 0) return;
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texCoordVarying = vTexCoord[0];
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@ -36,19 +39,30 @@ void main()
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gTemperature = vTemperature[0];
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gAge = vAge[0];
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for (int i = 0; i < gl_in.length(); ++i)
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{
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gl_Position = projectionMatrix * (vPosition[i] + vec4(1.0, -1.0, 0.0, 0.0) * uSpriteSize);
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vec3 vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz) * 4;
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vOffset += normalize(vOffset) * 10;
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// if(length(vOffset) < 4) {
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// vOffset = normalize(vOffset) * 4;
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// }
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vec4 shiftPos = vec4(vOffset, 1) + vPosition[i];
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gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, 1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (vPosition[i] + vec4(1.0, 1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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if (u_time > 10) { // hack
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gl_Position = projectionMatrix * (shiftPos + vec4(0.0, 1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (vPosition[i] + vec4(-1.0, -1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, -1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (shiftPos + vec4(0.0, -1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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}
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gl_Position = projectionMatrix * (vPosition[i] + vec4(-1.0, 1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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EndPrimitive();
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}
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@ -4,6 +4,7 @@ uniform sampler2DRect particles0;
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uniform sampler2DRect particles1;
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uniform sampler2DRect particles2;
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uniform sampler2DRect particles3;
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uniform sampler2DRect particles4;
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in vec4 position;
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in vec2 texcoord;
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@ -14,6 +15,7 @@ out vec4 vTarget;
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out float vTemperature;
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out float vAge;
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out vec4 vPosition;
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out vec4 vPrevPosition;
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void main()
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{
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@ -25,4 +27,5 @@ void main()
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vAge = misc.y;
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vPos = texture(particles0, vTexCoord).xyz;
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vPosition = modelViewMatrix * vec4(vPos, 1.0);
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vPrevPosition = modelViewMatrix * vec4(texture(particles4, vTexCoord).xyz, 1.0);
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}
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@ -5,6 +5,7 @@ uniform sampler2DRect particles0;
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uniform sampler2DRect particles1;
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uniform sampler2DRect particles2;
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uniform sampler2DRect particles3;
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uniform sampler2DRect particles4;
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_world;
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@ -28,6 +29,7 @@ layout(location = 0) out vec4 posOut;
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layout(location = 1) out vec4 velOut;
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layout(location = 2) out vec4 misOut;
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layout(location = 3) out vec4 tarOut;
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layout(location = 4) out vec4 prevPosOut;
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vec3 random3(vec3 c) {
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@ -111,6 +113,7 @@ void main()
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vec3 vel = texture(particles1, texCoordVarying.st).xyz;
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vec3 misc = texture(particles2, texCoordVarying.st).xyz;
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vec4 target = texture(particles3, texCoordVarying.st).xyzw;
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vec3 prevPos = pos;//texture(particles4, texCoordVarying.st).xyz;
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float fraction = 8;
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float thermo = texture2D(u_v4l2cam, texCoordVarying.st/fraction).r;
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@ -152,8 +155,8 @@ void main()
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if(vValid == 1 && target.w == 0) { // point valid && no target -> move to the point
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pos = posWorld.xyz;
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// prevPos = posWorld.xyz;// + vec3(1,0,0);//random3(posWorld.xyz) * 0.5;
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age = 0;
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target.xyz = pos;
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}
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else if (target.w > 0) { // targeted
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age += 0.002;
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@ -165,7 +168,7 @@ void main()
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}
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if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { // arrived
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age += 0.1;
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age += 1;
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}
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// wandering
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@ -218,7 +221,6 @@ void main()
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force.y = sin(th) * cos(phi);
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force.z = sin(phi);
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force *= 200 + 200 * simplex3d_fractal(vec3(texCoordVarying, 0.0));
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// force += (target.xyz - pos) * 0.3;
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}
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// damping
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@ -228,10 +230,12 @@ void main()
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vel += elapsed * force;
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// move
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prevPos = pos;
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pos += elapsed * vel;
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posOut = vec4(pos, 1.0);
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velOut = vec4(vel, 0.0);
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misOut = vec4(thermo, age, 0, 0);
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tarOut = vec4(target);
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prevPosOut = vec4(prevPos, 1.0);
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}
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@ -75,7 +75,7 @@ void ofApp::setupParticles()
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unsigned w = 512 * 4 * 2;
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unsigned h = 512 * 4 * 2;
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particles.init(w, h, OF_PRIMITIVE_POINTS, false, 4);
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particles.init(w, h, OF_PRIMITIVE_POINTS, false, 5);
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particles.loadShaders("shaders/particles/update", "shaders/particles/draw");
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@ -92,6 +92,7 @@ void ofApp::setupParticles()
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}
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}
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particles.loadDataTexture(ofxGpuParticles::POSITION, particlePosns);
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particles.loadDataTexture(4, particlePosns); // prev pos
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// initial velocities
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particles.zeroDataTexture(ofxGpuParticles::VELOCITY);
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