How to convert a luma texture information into a spread of vertex

Hi!
I’d like to access a texture information and return a position (x,y) where luminosity exceed a threshold value for draw a 3d particle.
For this job I don’t need the z position.
I would like to do it in HLSL, can you help me?

I think in particles pack, you should have texture emitter or geometry emitter should be pretty much what you need

Yeah, maybe but I’m not able to use that pack and I don’t have time to learn. In the while I solved writing a sketch on Processing that saves the array of positions in a xml file that I pass to vvvv

@kronikle here you go, if you need some explanations be my guest
Texture2AppendBuffer.zip (6.7 KB)