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<html> | |
<head> | |
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> | |
<title>Polar Coordinate Montage for Equirectangulars</title> | |
<script type="text/javascript" src="dat.gui.min.js"></script> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aPos; | |
attribute vec2 aTexCoord; | |
varying vec2 uv; | |
void main(void) { |
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<html> | |
<head> | |
<title>Lemniscate Panorama Configurator</title> | |
<script type="text/javascript" src="dat.gui.min.js"></script> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aPos; | |
attribute vec2 aTexCoord; | |
varying vec2 uv; | |
void main(void) { | |
gl_Position = vec4(aPos, 1.); |
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onmessage = function(e) { | |
var arrayBuffers = []; | |
var float32Arrays = []; | |
var titles = []; | |
var reader = new FileReader(); | |
reader.onload = function (progressEvent) { | |
var before = Date.now(); | |
var lines = this.result.split('\n'); | |
var endsWithNewLine = (lines[lines.length - 1] != ""); | |
var statshtml = (lines.length - (endsWithNewLine ? 2 : 1)) + " samples loaded<br />"; |
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// [1347 * x, y, z] | |
var flexi23faceMeshVertices = [0.2134659,-0.005705297,0.722433,0.212817,-0.005387768,0.715305,0.2110647,-0.004223038,0.6984677,0.210155,-0.001397155,0.6876884,0.2101493,0.007630821,0.6790485,0.210469,0.01632698,0.6765092,0.2105639,0.02151701,0.6763196,0.2095879,0.02817391,0.6710931,0.2086814,0.02958079,0.6669077,0.2085692,0.03584543,0.6644162,0.2084697,0.04021845,0.6644133,0.2140796,0.1107494,0.657635,0.2114608,0.09714016,0.6507787,0.2094548,0.086901,0.6454346,0.208826,0.06492373,0.6580291,0.208032,0.05635805,0.6590701,0.2141992,0.1158569,0.6558515,0.2075247,0.07235055,0.6438907,0.2078904,0.0766855,0.6428182,0.2073243,0.05117314,0.658303,0.2081483,0.06660306,0.6521292,0.2074498,0.06921467,0.6458704,0.2069485,0.04758142,0.6589133,0.2086978,0.06627298,0.6560369,0.2144605,0.1142545,0.6581195,0.2102501,0.09101541,0.6475827,0.2085661,0.08178496,0.6434384,0.2155117,0.126471,0.654993,0.2186639,0.1575005,0.651559,0.2237054,0.1912093,0.6593531,0.220874,0.1748671,0.6531846,0.2076982,0.06732301,0.648 |
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// https://msdn.microsoft.com/en-us/library/microsoft.kinect.kinectsensor.aspx | |
// https://msdn.microsoft.com/en-us/library/microsoft.kinect.bodyframereader.aspx | |
// https://msdn.microsoft.com/en-us/library/microsoft.kinect.body.aspx | |
// https://msdn.microsoft.com/en-us/library/microsoft.kinect.face.highdefinitionfaceframesource.aspx | |
// https://msdn.microsoft.com/en-us/library/microsoft.kinect.face.facemodel.aspx | |
// https://msdn.microsoft.com/en-us/library/microsoft.kinect.face.facealignment.aspx | |
// In C#, you obtain a face mesh with 1347 xyz vertices like | |
// var vertices = currentFaceModel.CalculateVerticesForAlignment(currentFaceAlignment); | |
// this array gets serialized to JSON and sent over WebSockets to a Javascript callback function |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
void main() { | |
vec2 uv = gl_FragCoord.xy / resolution.xy; | |
vec2 leaf_uv = (uv - vec2(0.5))/10./pow(progress,3.5); |
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/* | |
These are the helper functions to store and to restore a 2D vector with a custom 16 floating point precision in a texture. | |
The 16 bit are used as follows: 1 bit is for the sign, 4 bits are used for the exponent, the remaining 11 bit are for the mantissa. | |
The exponent bias is asymmetric so that the maximum representable number is 2047 (and bigger numbers will be cut) | |
the accuracy from 1024 - 2047 is one integer | |
512-1023 it's 1/2 int | |
256-511 it's 1/4 int and so forth... | |
between 0 and 1/16 the accuracy is the highest with 1/2048 (which makes 1/32768 the minimum representable number) |
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// GLSL fragment shader code to store and restore signed 15bit fixed point 2D vector in a normalized color value | |
// red and green are mapped to horizontal, blue and alpha to vertical | |
// the most significant bit is used as signum | |
// maximum velocity is 128 (7bit), overall accuracy is 1/256 (8bit) | |
// by Felix Woitzel (@Flexi23) Jan. 2012 | |
// velocity vector to color value | |
vec4 encode(vec2 v){ | |
vec4 rgba; |