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@@ -0,0 +1,99 @@
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+/**
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+ * @author Mugen87 / https://github.com/Mugen87
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+ *
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+ * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
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+ *
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+ * As mentioned in the video the Sobel operator expects a grayscale image as input.
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+ *
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+ */
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+
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+THREE.SobelOperatorShader = {
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+
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+ uniforms: {
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+
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+ "tDiffuse": { value: null },
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+ "resolution": { value: new THREE.Vector2() }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "void main() {",
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+
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ fragmentShader: [
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+
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+ "uniform sampler2D tDiffuse;",
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+ "uniform vec2 resolution;",
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+
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+ "void main() {",
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+
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+ // kernel definition (in glsl matrices are filled in column-major order)
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+
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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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+
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+ // fetch the 3x3 neighbourhood of a fragment
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+
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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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+
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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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+
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+ // second column
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+
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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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+
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+ // third column
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+
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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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+
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+ // gradient value in x direction
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+
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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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+
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+ // gradient value in y direction
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+
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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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+
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+ // magnitute of the total gradient
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+
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+ "float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
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+
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+ "gl_FragColor = vec4( vec3( G ), 1 );",
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+};
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