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- ( function () {
- /**
- * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
- *
- * As mentioned in the video the Sobel operator expects a grayscale image as input.
- *
- */
- var 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' )
- };
- THREE.SobelOperatorShader = SobelOperatorShader;
- } )();
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