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- /**
- * @author zz85 / https://github.com/zz85 | https://www.lab4games.net/zz85/blog
- *
- * Edge Detection Shader using Sobel filter
- * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
- *
- * aspect: vec2 of (1/width, 1/height)
- */
- THREE.EdgeShader2 = {
- uniforms: {
- "tDiffuse": { value: null },
- "aspect": { value: new THREE.Vector2( 512, 512 ) }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D tDiffuse;",
- "varying vec2 vUv;",
- "uniform vec2 aspect;",
- "vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
- "mat3 G[2];",
- "const mat3 g0 = mat3( 1.0, 2.0, 1.0, 0.0, 0.0, 0.0, -1.0, -2.0, -1.0 );",
- "const mat3 g1 = mat3( 1.0, 0.0, -1.0, 2.0, 0.0, -2.0, 1.0, 0.0, -1.0 );",
- "void main(void)",
- "{",
- "mat3 I;",
- "float cnv[2];",
- "vec3 sample;",
- "G[0] = g0;",
- "G[1] = g1;",
- /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
- "for (float i=0.0; i<3.0; i++)",
- "for (float j=0.0; j<3.0; j++) {",
- "sample = texture2D( tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
- "I[int(i)][int(j)] = length(sample);",
- "}",
- /* calculate the convolution values for all the masks */
- "for (int i=0; i<2; i++) {",
- "float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
- "cnv[i] = dp3 * dp3; ",
- "}",
- "gl_FragColor = vec4(0.5 * sqrt(cnv[0]*cnv[0]+cnv[1]*cnv[1]));",
- "} "
- ].join( "\n" )
- };
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