dropping boundary

This commit is contained in:
micuat 2020-10-26 10:49:40 +01:00
parent 1e3498fbdb
commit 577e093f96
2 changed files with 14 additions and 16 deletions

View file

@ -176,20 +176,21 @@ void main() {
vec3 dispColor = vec3(0, 0, 0); vec3 dispColor = vec3(0, 0, 0);
vec4 pointCloudColor = texture(u_ofcam, st); vec4 pointCloudColor = texture(u_ofcam, st);
float maxVal = 0; // float maxVal = 0;
float minVal = 1; // float minVal = 1;
for (int i=0; i < 9; i++){ // for (int i=0; i < 9; i++){
float tmp = texture(u_buffer1, st2 + offset[i]/2).r > 0.5 ? 1 : 0; // float tmp = texture(u_buffer1, st2 + offset[i]/2).r > 0.5 ? 1 : 0;
maxVal = max(maxVal, tmp); // maxVal = max(maxVal, tmp);
minVal = min(minVal, tmp); // minVal = min(minVal, tmp);
} // }
if(maxVal - minVal >= 0.5) { // if(maxVal - minVal >= 0.5) {
dispColor.rgb = vec3(1); // dispColor.rgb = vec3(1);
} // }
gl_FragColor = vec4(dispColor, 1.0); // gl_FragColor = vec4(dispColor, 1.0);
gl_FragColor.rgb += pointCloudColor.rgb; // not good // gl_FragColor.rgb += pointCloudColor.rgb; // not good
gl_FragColor = vec4(mix(vec3(0), pointCloudColor.rgb, pointCloudColor.a), 1.0);
#endif #endif

View file

@ -259,11 +259,8 @@ void ofApp::drawMain()
boundShader.setUniform1i("u_init", 1); boundShader.setUniform1i("u_init", 1);
boundShader.render(); boundShader.render();
boundShader.setUniform1i("u_init", 0); boundShader.setUniform1i("u_init", 0);
for (int i = 0; i < 30; i++)
{
boundShader.render(); boundShader.render();
} }
}
void ofApp::drawDebug() void ofApp::drawDebug()
{ {