SobelOperatorShader.js 2.7 KB

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  1. console.warn( "THREE.SobelOperatorShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author Mugen87 / https://github.com/Mugen87
  4. *
  5. * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  6. *
  7. * As mentioned in the video the Sobel operator expects a grayscale image as input.
  8. *
  9. */
  10. THREE.SobelOperatorShader = {
  11. uniforms: {
  12. "tDiffuse": { value: null },
  13. "resolution": { value: new THREE.Vector2() }
  14. },
  15. vertexShader: [
  16. "varying vec2 vUv;",
  17. "void main() {",
  18. " vUv = uv;",
  19. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  20. "}"
  21. ].join( "\n" ),
  22. fragmentShader: [
  23. "uniform sampler2D tDiffuse;",
  24. "uniform vec2 resolution;",
  25. "varying vec2 vUv;",
  26. "void main() {",
  27. " vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
  28. // kernel definition (in glsl matrices are filled in column-major order)
  29. " const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );", // x direction kernel
  30. " const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );", // y direction kernel
  31. // fetch the 3x3 neighbourhood of a fragment
  32. // first column
  33. " float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
  34. " float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
  35. " float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
  36. // second column
  37. " float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
  38. " float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
  39. " float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
  40. // third column
  41. " float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
  42. " float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
  43. " float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
  44. // gradient value in x direction
  45. " float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
  46. " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
  47. " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
  48. // gradient value in y direction
  49. " float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
  50. " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
  51. " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
  52. // magnitute of the total gradient
  53. " float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
  54. " gl_FragColor = vec4( vec3( G ), 1 );",
  55. "}"
  56. ].join( "\n" )
  57. };