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シェーダに前フレームをテキスチャとして送信、残像として重ねて描写。
Send the previous frame as a texture to the shader and overlay it as an afterimage.
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						#pragma once #include "ofMain.h" #include <opencv2/opencv.hpp> class ofApp : public ofBaseApp { public: 	void setup(); 	void update(); 	void draw(); 	void keyPressed(int key) {}; 	void keyReleased(int key) {}; 	void mouseMoved(int x, int y) {}; 	void mouseDragged(int x, int y, int button) {}; 	void mousePressed(int x, int y, int button) {}; 	void mouseReleased(int x, int y, int button) {}; 	void mouseEntered(int x, int y) {}; 	void mouseExited(int x, int y) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	int number_of_targets; 	vector<glm::vec4> targets; 	vector<glm::vec4> colors; 	ofFbo src; 	ofFbo dst; 	ofShader shader; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openframeworks"); 	this->number_of_targets = 21; 	for (int i = 0; i < this->number_of_targets; i++) { 		this->targets.push_back(glm::vec4(ofRandom(ofGetWidth()), ofRandom(ofGetHeight()), 0.0, 0.0)); 		glm::vec4  color = glm::vec4(1.0, 1.0, 1.0, 0.0); 		int color_type = i % 3; 		switch (color_type) { 		case 0: 			color = glm::vec4(1.0, 0.0, 0.0, 0.0); 			break; 		case 1: 			color = glm::vec4(0.0, 1.0, 0.0, 0.0); 			break; 		case 2: 			color = glm::vec4(0.0, 0.0, 1.0, 0.0); 			break; 		} 		this->colors.push_back(color); 	} 	this->src.allocate(ofGetWidth(), ofGetHeight()); 	this->dst.allocate(ofGetWidth(), ofGetHeight()); 	this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(this->number_of_targets); 	glm::vec4 rgb_point; 	for (int i = 0; i < this->number_of_targets; i++) { 		if (i % 3 == 0) { 			rgb_point = glm::vec4(ofNoise(ofRandom(this->number_of_targets), ofGetFrameNum() * 0.005) * ofGetWidth(), ofNoise(ofRandom(this->number_of_targets), ofGetFrameNum() * 0.005) * ofGetHeight(), 0.0, 0.0); 		} 		this->targets[i] = rgb_point + glm::vec4(ofMap(ofNoise(ofRandom(this->number_of_targets), ofGetFrameNum() * 0.01), 0, 1, -30, 30), ofMap(ofNoise(ofRandom(this->number_of_targets), ofGetFrameNum() * 0.01), 0, 1, -30, 30), 0.0, 0.0); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->dst.begin(); 	ofClear(0); 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniform4fv("targets", &this->targets[0].x, this->number_of_targets); 	this->shader.setUniform4fv("colors", &this->colors[0].x, this->number_of_targets); 	this->shader.setUniformTexture("tex0", this->src.getTexture(), 1); 	this->src.draw(0, 0); 	this->shader.end(); 	this->dst.end(); 	ofSetColor(255); 	this->dst.draw(0, 0); 	std::swap(this->src, this->dst); } //-------------------------------------------------------------- int main() { 	ofGLWindowSettings settings; 	settings.setGLVersion(3, 2); 	settings.setSize(720, 720); 	ofCreateWindow(settings); 	ofRunApp(new ofApp()); }  | 
					
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						#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; in vec2 texcoord; out vec2 texCoordVarying; void main(){ 	texCoordVarying = texcoord; 	gl_Position = modelViewProjectionMatrix * position; }  | 
					
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						#version 150 const int number_of_targets = 21; uniform float time; uniform vec2 resolution; uniform vec4 targets[number_of_targets]; uniform vec4 colors[number_of_targets]; uniform sampler2DRect tex0; in vec2 texCoordVarying; out vec4 outputColor; void main() {   vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);   vec3 color = vec3(0.0);   for(int i = 0; i < number_of_targets; i++){     vec2 t = vec2(targets[i].x, -targets[i].y) / min(resolution.x, resolution.y) * 2.0;     t.xy += vec2(-resolution.x, resolution.y) / min(resolution.x, resolution.y);     float r = 0.01 / length(p - t) * colors[i].x;     float g = 0.01 / length(p - t) * colors[i].y;     float b = 0.01 / length(p - t) * colors[i].z;     vec3 c = vec3(smoothstep(0.003, 1.0, r), smoothstep(0.003, 1.0, g), smoothstep(0.003, 1.0, b));     color += c;   }   vec4 tex = texture(tex0, texCoordVarying);   outputColor = vec4(color, 1.0) + tex * 0.9; }  |