FreiChenShader.js 2.9 KB

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  1. import {
  2. Vector2
  3. } from 'three';
  4. /**
  5. * Edge Detection Shader using Frei-Chen filter
  6. * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
  7. *
  8. * aspect: vec2 of (1/width, 1/height)
  9. */
  10. const FreiChenShader = {
  11. name: 'FreiChenShader',
  12. uniforms: {
  13. 'tDiffuse': { value: null },
  14. 'aspect': { value: new Vector2( 512, 512 ) }
  15. },
  16. vertexShader: /* glsl */`
  17. varying vec2 vUv;
  18. void main() {
  19. vUv = uv;
  20. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  21. }`,
  22. fragmentShader: /* glsl */`
  23. uniform sampler2D tDiffuse;
  24. varying vec2 vUv;
  25. uniform vec2 aspect;
  26. vec2 texel = vec2( 1.0 / aspect.x, 1.0 / aspect.y );
  27. mat3 G[9];
  28. // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
  29. const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
  30. const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
  31. const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
  32. const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
  33. const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
  34. const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
  35. const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
  36. const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
  37. const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
  38. void main(void)
  39. {
  40. G[0] = g0,
  41. G[1] = g1,
  42. G[2] = g2,
  43. G[3] = g3,
  44. G[4] = g4,
  45. G[5] = g5,
  46. G[6] = g6,
  47. G[7] = g7,
  48. G[8] = g8;
  49. mat3 I;
  50. float cnv[9];
  51. vec3 sample;
  52. /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
  53. for (float i=0.0; i<3.0; i++) {
  54. for (float j=0.0; j<3.0; j++) {
  55. sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
  56. I[int(i)][int(j)] = length(sample);
  57. }
  58. }
  59. /* calculate the convolution values for all the masks */
  60. for (int i=0; i<9; i++) {
  61. float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
  62. cnv[i] = dp3 * dp3;
  63. }
  64. float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
  65. float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
  66. gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
  67. }`
  68. };
  69. export { FreiChenShader };