void testApp::runShader(ofxFBO& fbo, ofxShader& shader) { fbo.begin(); shader.begin(); texRect(w, h); shader.end(); fbo.end(); }
//-------------------------------------------------------------- void testApp::draw(){ ofPushMatrix(); if(doShader) { shader.begin(); // set thickness of ribbons shader.setUniform1f("thickness", 20); // make light direction slowly rotate shader.setUniform3f("lightDir", sin(ofGetElapsedTimef()/10), cos(ofGetElapsedTimef()/10), 0); } glColor3f(1, 1, 1); ofTranslate(ofGetWidth() / 2, ofGetHeight() / 2, 0); ofRotateX(mouseY); ofRotateY(mouseX); for(int i=1; i<points.size(); i++) { ofLine(points[i-1], points[i]); } if(doShader) shader.end(); ofPopMatrix(); ofDrawBitmapString("fps: " + ofToString((int)ofGetFrameRate()) + "\nPress 's' to toggle shader: " + (doShader ? "ON" : "OFF"), 20, 20); }