dwelling act 4 (live motion cap w/ kinect azure)
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#pragma kernel FgFiltBody
//float4x4 _Transform;
uint _NumBodies;
//float4 BodyPos[10];
//float4 BodyDistXY[10];
//float4 BodyDistZ[10];
float4 _BodyPosMin[10];
float4 _BodyPosMaxX[10];
float4 _BodyPosMaxY[10];
float4 _BodyPosMaxZ[10];
float4 _BodyPosDot[10];
RWTexture2D<float4> _VertexTex;
RWTexture2D<float4> _AlphaTex;
[numthreads(8, 8, 1)]
void FgFiltBody(uint3 id : SV_DispatchThreadID)
{
float4 vertex = _VertexTex[id.xy];
float3 vpos = (float3)vertex; // mul(_Transform, vertex).xyz;
bool mask0 = (vertex.a > 0.0) && (_NumBodies != 0); // && (vpos.y >= 0);
bool mask = false;
for (uint i = 0; mask0 && i < _NumBodies; i++)
{
//if (distance(vpos, BodyPos[i].xyz) <= 0.2)
// mask = true;
//float4 distXY = BodyDistXY[i];
//float4 distZ = BodyDistZ[i];
//bool isInside = vpos.x >= distXY.x && vpos.x <= distXY.y && vpos.y >= distXY.z && vpos.y <= distXY.w && vpos.z >= distZ.x && vpos.z <= distZ.y;
//mask = mask && isInside;
float3 pmin = (float3)_BodyPosMin[i];
float3 pv = vpos - pmin;
float3 px = (float3)_BodyPosMaxX[i];
float3 py = (float3)_BodyPosMaxY[i];
float3 pz = (float3)_BodyPosMaxZ[i];
float3 pdot = (float3)_BodyPosDot[i];
float dx = dot(pv, px);
bool bx = dx >= 0.0 && dx <= pdot.x;
float dy = dot(pv, py);
bool by = dy >= 0.0 && dy <= pdot.y;
float dz = dot(pv, pz);
bool bz = dz >= 0.0 && dz <= pdot.z;
mask = mask || (bx && by && bz);
if (mask) break;
}
mask = mask * mask; // make it positive
//_VertexTex[id.xy] = float4(mask, mask, mask, mask);
_AlphaTex[id.xy] = float4(mask, mask, mask, mask);
}