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- /**
- * Edge Detection Shader using Frei-Chen filter
- * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
- *
- * aspect: vec2 of (1/width, 1/height)
- */
- THREE.FreiChenShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "aspect": { value: new THREE.Vector2( 512, 512 ) }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D tDiffuse;",
- "varying vec2 vUv;",
- "uniform vec2 aspect;",
- "vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
- "mat3 G[9];",
- // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
- "const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
- "const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
- "const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
- "const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
- "const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
- "const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
- "const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
- "const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
- "const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
- "void main(void)",
- "{",
- " G[0] = g0,",
- " G[1] = g1,",
- " G[2] = g2,",
- " G[3] = g3,",
- " G[4] = g4,",
- " G[5] = g5,",
- " G[6] = g6,",
- " G[7] = g7,",
- " G[8] = g8;",
- " mat3 I;",
- " float cnv[9];",
- " vec3 sample;",
- /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
- " for (float i=0.0; i<3.0; i++) {",
- " for (float j=0.0; j<3.0; j++) {",
- " sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
- " I[int(i)][int(j)] = length(sample);",
- " }",
- " }",
- /* calculate the convolution values for all the masks */
- " for (int i=0; i<9; i++) {",
- " float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
- " cnv[i] = dp3 * dp3;",
- " }",
- " float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
- " float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
- " gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
- "}"
- ].join( "\n" )
- };
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