SobelOperatorShader.js 2.3 KB

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  1. ( function () {
  2. /**
  3. * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  4. *
  5. * As mentioned in the video the Sobel operator expects a grayscale image as input.
  6. *
  7. */
  8. var SobelOperatorShader = {
  9. uniforms: {
  10. 'tDiffuse': {
  11. value: null
  12. },
  13. 'resolution': {
  14. value: new THREE.Vector2()
  15. }
  16. },
  17. vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
  18. 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)
  19. ' const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );', // x direction kernel
  20. ' const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );', // y direction kernel
  21. // fetch the 3x3 neighbourhood of a fragment
  22. // first column
  23. ' 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
  24. ' 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
  25. ' 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
  26. ' 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
  27. ' 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
  28. ' float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );', ' gl_FragColor = vec4( vec3( G ), 1 );', '}' ].join( '\n' )
  29. };
  30. THREE.SobelOperatorShader = SobelOperatorShader;
  31. } )();