| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697 | 
							- ( function () {
 
- 	/**
 
-  * 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)
 
-  */
 
- 	var FreiChenShader = {
 
- 		uniforms: {
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'aspect': {
 
- 				value: new THREE.Vector2( 512, 512 )
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		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);
 
- 		}`
 
- 	};
 
- 	THREE.FreiChenShader = FreiChenShader;
 
- } )();
 
 
  |