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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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