SobelOperatorShader.js 2.3 KB

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  1. /**
  2. * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  3. *
  4. * As mentioned in the video the Sobel operator expects a grayscale image as input.
  5. *
  6. */
  7. THREE.SobelOperatorShader = {
  8. uniforms: {
  9. "tDiffuse": { value: null },
  10. "resolution": { value: new THREE.Vector2() }
  11. },
  12. vertexShader: [
  13. "varying vec2 vUv;",
  14. "void main() {",
  15. " vUv = uv;",
  16. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  17. "}"
  18. ].join( "\n" ),
  19. fragmentShader: [
  20. "uniform sampler2D tDiffuse;",
  21. "uniform vec2 resolution;",
  22. "varying vec2 vUv;",
  23. "void main() {",
  24. " vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
  25. // kernel definition (in glsl matrices are filled in column-major order)
  26. " const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );", // x direction kernel
  27. " const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );", // y direction kernel
  28. // fetch the 3x3 neighbourhood of a fragment
  29. // first column
  30. " float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
  31. " float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
  32. " float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
  33. // second column
  34. " float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
  35. " float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
  36. " float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
  37. // third column
  38. " float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
  39. " float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
  40. " float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
  41. // gradient value in x direction
  42. " float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
  43. " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
  44. " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
  45. // gradient value in y direction
  46. " float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
  47. " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
  48. " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
  49. // magnitute of the total gradient
  50. " float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
  51. " gl_FragColor = vec4( vec3( G ), 1 );",
  52. "}"
  53. ].join( "\n" )
  54. };