mixing gradients
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2b6f7059a6
commit
61ee9e7240
7 changed files with 99 additions and 12 deletions
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zoneb/bin/data/cold1.png
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zoneb/bin/data/cold1.png
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zoneb/bin/data/cold2.png
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zoneb/bin/data/cold2.png
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@ -5,7 +5,10 @@ uniform sampler2DRect particles2;
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_world;
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uniform sampler2DRect u_world;
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uniform sampler2DRect u_v4l2cam;
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uniform sampler2DRect u_v4l2cam;
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uniform sampler2DRect imageTexture;
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uniform sampler2DRect warm1;
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uniform sampler2DRect warm2;
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uniform sampler2DRect cold1;
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uniform sampler2DRect cold2;
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uniform vec3 uHottest0;
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uniform vec3 uHottest0;
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uniform vec3 uHottest1;
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uniform vec3 uHottest1;
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@ -17,15 +20,93 @@ in vec3 vPos;
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in float vTemperature;
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in float vTemperature;
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in float vAge;
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in float vAge;
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vec3 random3(vec3 c) {
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float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
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vec3 r;
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r.z = fract(512.0*j);
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j *= .125;
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r.x = fract(512.0*j);
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j *= .125;
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r.y = fract(512.0*j);
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return r-0.5;
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}
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/* skew constants for 3d simplex functions */
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const float F3 = 0.3333333;
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const float G3 = 0.1666667;
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/* 3d simplex noise */
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float simplex3d(vec3 p) {
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/* 1. find current tetrahedron T and it's four vertices */
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/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
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/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
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/* calculate s and x */
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vec3 s = floor(p + dot(p, vec3(F3)));
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vec3 x = p - s + dot(s, vec3(G3));
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/* calculate i1 and i2 */
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vec3 e = step(vec3(0.0), x - x.yzx);
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vec3 i1 = e*(1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy*(1.0 - e);
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/* x1, x2, x3 */
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vec3 x1 = x - i1 + G3;
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vec3 x2 = x - i2 + 2.0*G3;
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vec3 x3 = x - 1.0 + 3.0*G3;
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/* 2. find four surflets and store them in d */
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vec4 w, d;
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/* calculate surflet weights */
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w.x = dot(x, x);
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w.y = dot(x1, x1);
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w.z = dot(x2, x2);
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w.w = dot(x3, x3);
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/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
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w = max(0.6 - w, 0.0);
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/* calculate surflet components */
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d.x = dot(random3(s), x);
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d.y = dot(random3(s + i1), x1);
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d.z = dot(random3(s + i2), x2);
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d.w = dot(random3(s + 1.0), x3);
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/* multiply d by w^4 */
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w *= w;
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w *= w;
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d *= w;
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/* 3. return the sum of the four surflets */
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return dot(d, vec4(52.0));
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}
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/* const matrices for 3d rotation */
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const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
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const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
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const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
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/* directional artifacts can be reduced by rotating each octave */
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float simplex3d_fractal(vec3 m) {
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return 0.5333333*simplex3d(m*rot1)
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+0.2666667*simplex3d(2.0*m*rot2)
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+0.1333333*simplex3d(4.0*m*rot3)
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+0.0666667*simplex3d(8.0*m);
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}
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void main()
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void main()
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{
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{
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vec3 remapedColor = texture(imageTexture, vec2(vTemperature*1600, 0.5)).xyz;
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vec2 palette = vec2(vTemperature*3425, 0.5);
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vec3 remapedColorW = texture(warm1, palette).xyz;
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vec3 remapedColorC = texture(cold2, palette).xyz;
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float d = 50;
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float rate = smoothstep(500 - d, 500 + d, length(vPos.x - uHottest3d1.x) + simplex3d(vPos * vec3(0.001, 0.001, 0.1)) * 100);
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vec3 remapedColor = mix(remapedColorW, remapedColorC, rate);
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float alpha = max(0, 1 - pow(vAge,4));
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float alpha = max(0, 1 - pow(vAge,4));
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vec4 color = vec4(remapedColor, alpha);
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vec4 color = vec4(remapedColor, alpha);
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if(length(vPos.x - uHottest3d1.x) < 500) {
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color = vec4(0,1,0,1);
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}
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fragColor = color;
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fragColor = color;
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}
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}
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BIN
zoneb/bin/data/warm1.png
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BIN
zoneb/bin/data/warm1.png
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After Width: | Height: | Size: 2.3 MiB |
BIN
zoneb/bin/data/warm2.png
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zoneb/bin/data/warm2.png
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@ -109,7 +109,11 @@ void ofApp::setupParticles()
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particles.whateverImages.insert({"u_depth", kinectDevice.getDepthTex()});
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particles.whateverImages.insert({"u_depth", kinectDevice.getDepthTex()});
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particles.whateverImages.insert({"u_world", kinectDevice.getDepthToWorldTex()});
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particles.whateverImages.insert({"u_world", kinectDevice.getDepthToWorldTex()});
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particles.whateverImages.insert({"u_v4l2cam", v4l2Tex});
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particles.whateverImages.insert({"u_v4l2cam", v4l2Tex});
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particles.whateverImages.insert({"imageTexture", gradient.getTexture()});
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for (auto i : gradients)
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{
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particles.whateverImages.insert({i.first, i.second.getTexture()});
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}
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// listen for update event to set additonal update uniforms
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// listen for update event to set additonal update uniforms
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ofAddListener(particles.updateEvent, this, &ofApp::onParticlesUpdate);
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ofAddListener(particles.updateEvent, this, &ofApp::onParticlesUpdate);
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@ -126,7 +130,7 @@ void ofApp::setupGui()
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gui.setPosition(10, 10);
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gui.setPosition(10, 10);
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debugGui.setup("DEBUG");
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debugGui.setup("DEBUG");
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debugGui.add(dummyMode.setup("dummy", true)); // should be false
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debugGui.add(dummyMode.setup("dummy", true)); // should be false
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debugGui.add(dummyXY.setup("XY", {256, 256}, {0, 0}, {511, 511})); // should be false
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debugGui.add(dummyXY.setup("XY", {256, 256}, {0, 0}, {511, 511})); // should be false
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debugGui.add(debugFps.setup("FPS", "0"));
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debugGui.add(debugFps.setup("FPS", "0"));
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debugGui.setPosition(230, 10);
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debugGui.setPosition(230, 10);
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@ -148,8 +152,11 @@ void ofApp::setup()
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fbos.insert({"ofcam", ofFbo()});
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fbos.insert({"ofcam", ofFbo()});
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fbos.at("ofcam").allocate(ofGetWidth(), ofGetHeight(), GL_RGBA32F_ARB);
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fbos.at("ofcam").allocate(ofGetWidth(), ofGetHeight(), GL_RGBA32F_ARB);
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gradient.load("gradient.jpg");
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for (auto s : gradientNames)
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{
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gradients.insert({s, ofFloatImage()});
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gradients.at(s).load(s + ".png");
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}
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setupParticles();
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setupParticles();
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}
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}
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@ -281,7 +288,6 @@ void ofApp::drawMain()
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
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boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
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boundShader.setUniformTexture("u_v4l2cam", v4l2Tex);
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boundShader.setUniformTexture("u_v4l2cam", v4l2Tex);
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boundShader.setUniformTexture("u_gradient", gradient);
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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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@ -50,13 +50,13 @@ private:
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ofxShaderFilter boundShader;
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ofxShaderFilter boundShader;
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std::map<string, ofFbo> fbos;
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std::map<string, ofFbo> fbos;
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std::map<string, ofFloatImage> gradients;
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std::vector<std::string> gradientNames {"warm1", "warm2", "cold1", "cold2"};
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ofxV4L2 v4l2Cam;
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ofxV4L2 v4l2Cam;
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ofTexture v4l2Tex;
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ofTexture v4l2Tex;
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ofPixels v4l2Pixels;
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ofPixels v4l2Pixels;
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ofFloatImage gradient;
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ofxGpuParticles particles;
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ofxGpuParticles particles;
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std::vector<std::vector<ofVec3f>> hotspots;
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std::vector<std::vector<ofVec3f>> hotspots;
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