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							- ( function () {
 
- 	/**
 
-  * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
 
-  *
 
-  * As mentioned in the video the Sobel operator expects a grayscale image as input.
 
-  *
 
-  */
 
- 	const SobelOperatorShader = {
 
- 		uniforms: {
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'resolution': {
 
- 				value: new THREE.Vector2()
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform vec2 resolution;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
 
- 		// kernel definition (in glsl matrices are filled in column-major order)
 
- 			const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
 
- 			const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel
 
- 		// fetch the 3x3 neighbourhood of a fragment
 
- 		// first column
 
- 			float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;
 
- 			float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1,  0 ) ).r;
 
- 			float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1,  1 ) ).r;
 
- 		// second column
 
- 			float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2(  0, -1 ) ).r;
 
- 			float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2(  0,  0 ) ).r;
 
- 			float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2(  0,  1 ) ).r;
 
- 		// third column
 
- 			float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2(  1, -1 ) ).r;
 
- 			float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2(  1,  0 ) ).r;
 
- 			float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2(  1,  1 ) ).r;
 
- 		// gradient value in x direction
 
- 			float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +
 
- 				Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +
 
- 				Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;
 
- 		// gradient value in y direction
 
- 			float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +
 
- 				Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
 
- 				Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
 
- 		// magnitute of the total gradient
 
- 			float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
 
- 			gl_FragColor = vec4( vec3( G ), 1 );
 
- 		}`
 
- 	};
 
- 	THREE.SobelOperatorShader = SobelOperatorShader;
 
- } )();
 
 
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