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- /**
- * @author Mugen87 / https://github.com/Mugen87
- *
- * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
- *
- * As mentioned in the video the Sobel operator expects a grayscale image as input.
- *
- */
- THREE.SobelOperatorShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "resolution": { value: new THREE.Vector2() }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D tDiffuse;",
- "uniform vec2 resolution;",
- "varying vec2 vUv;",
- "void main() {",
- "vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
- // kernel definition (in glsl matrices are filled in column-major order)
- "const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );", // x direction kernel
- "const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );", // y direction kernel
- // fetch the 3x3 neighbourhood of a fragment
- // first column
- "float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
- "float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
- "float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
- // second column
- "float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
- "float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
- "float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
- // third column
- "float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
- "float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
- "float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
- // gradient value in x direction
- "float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
- "Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
- "Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
- // gradient value in y direction
- "float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
- "Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
- "Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
- // magnitute of the total gradient
- "float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
- "gl_FragColor = vec4( vec3( G ), 1 );",
- "}"
- ].join( "\n" )
- };
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