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@@ -18,8 +18,12 @@ THREE.SobelOperatorShader = {
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vertexShader: [
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+ "varying vec2 vUv;",
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+
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"void main() {",
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+ "vUv = uv;",
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+
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -30,9 +34,12 @@ THREE.SobelOperatorShader = {
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"uniform sampler2D tDiffuse;",
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"uniform vec2 resolution;",
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+ "varying vec2 vUv;",
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"void main() {",
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+ "vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
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+
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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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@@ -40,39 +47,23 @@ THREE.SobelOperatorShader = {
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// fetch the 3x3 neighbourhood of a fragment
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- "vec2 p = vec2( gl_FragCoord.x, gl_FragCoord.y );",
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-
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// first column
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- "vec2 x0y0 = ( p + vec2( -1, -1 ) ) / resolution;",
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- "vec2 x0y1 = ( p + vec2( -1, 0 ) ) / resolution;",
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- "vec2 x0y2 = ( p + vec2( -1, 1 ) ) / resolution;",
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+ "float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
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+ "float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
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+ "float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
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// second column
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- "vec2 x1y0 = ( p + vec2( 0, -1 ) ) / resolution;",
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- "vec2 x1y1 = ( p + vec2( 0, 0 ) ) / resolution;",
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- "vec2 x1y2 = ( p + vec2( 0, 1 ) ) / resolution;",
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+ "float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
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+ "float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
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+ "float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
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// third column
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- "vec2 x2y0 = ( p + vec2( 1, -1 ) ) / resolution;",
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- "vec2 x2y1 = ( p + vec2( 1, 0 ) ) / resolution;",
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- "vec2 x2y2 = ( p + vec2( 1, 1 ) ) / resolution;",
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-
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- // sample values (we assume grayscale colors so only read a single channel)
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-
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- "float tx0y0 = texture2D( tDiffuse, x0y0 ).r;",
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- "float tx0y1 = texture2D( tDiffuse, x0y1 ).r;",
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- "float tx0y2 = texture2D( tDiffuse, x0y2 ).r;",
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-
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- "float tx1y0 = texture2D( tDiffuse, x1y0 ).r;",
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- "float tx1y1 = texture2D( tDiffuse, x1y1 ).r;",
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- "float tx1y2 = texture2D( tDiffuse, x1y2 ).r;",
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-
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- "float tx2y0 = texture2D( tDiffuse, x2y0 ).r;",
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- "float tx2y1 = texture2D( tDiffuse, x2y1 ).r;",
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- "float tx2y2 = texture2D( tDiffuse, x2y2 ).r;",
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+ "float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
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+ "float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
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+ "float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
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// gradient value in x direction
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