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@@ -36,7 +36,7 @@ THREE.SobelOperatorShader = {
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// kernel definition (in glsl matrices are filled in column-major order)
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"const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );", // x direction kernel
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- "const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );", // y direction kernel
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+ "const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );", // y direction kernel
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// fetch the 3x3 neighbourhood of a fragment
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@@ -76,15 +76,15 @@ THREE.SobelOperatorShader = {
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// gradient value in x direction
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- "float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
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- " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
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- " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
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+ "float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
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+ "Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
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+ "Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
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// gradient value in y direction
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- "float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
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- " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
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- " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
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+ "float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
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+ "Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
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+ "Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
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// magnitute of the total gradient
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