Kinect & GLSL Shaders = Fun!
I’m revisiting the Kinect for my final project. I’m separating the background of an image from the foreground and using OpenGL GLSL Multitexturing Shaders to apply effects to the foreground.
GLSL Shaders work in OpenFrameworks, which is cool. However, there’s a trick that took me about three days to find. By default, ofTextures use an OpenGL plugin that allows for non-power of two textures. Even if you use a power of two texture the plugin is enabled and allocates textures that can’t be referenced from GLSL. FML.
The first GLSL shader I wrote distorted the foreground texture layer on the Y axis using a sine wave to adjust the image fragments that are mapped onto a textured quad.
I wrote another shader that blurs the foreground texture using textel averaging. You can see that the background is unaffected by the filter!