FreiChenShader.js 2.9 KB

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  1. ( function () {
  2. /**
  3. * Edge Detection Shader using Frei-Chen filter
  4. * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
  5. *
  6. * aspect: vec2 of (1/width, 1/height)
  7. */
  8. var FreiChenShader = {
  9. uniforms: {
  10. 'tDiffuse': {
  11. value: null
  12. },
  13. 'aspect': {
  14. value: new THREE.Vector2( 512, 512 )
  15. }
  16. },
  17. vertexShader:
  18. /* glsl */
  19. `
  20. varying vec2 vUv;
  21. void main() {
  22. vUv = uv;
  23. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  24. }`,
  25. fragmentShader:
  26. /* glsl */
  27. `
  28. uniform sampler2D tDiffuse;
  29. varying vec2 vUv;
  30. uniform vec2 aspect;
  31. vec2 texel = vec2( 1.0 / aspect.x, 1.0 / aspect.y );
  32. mat3 G[9];
  33. // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
  34. const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
  35. const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
  36. const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
  37. const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
  38. const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
  39. const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
  40. const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
  41. const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
  42. const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
  43. void main(void)
  44. {
  45. G[0] = g0,
  46. G[1] = g1,
  47. G[2] = g2,
  48. G[3] = g3,
  49. G[4] = g4,
  50. G[5] = g5,
  51. G[6] = g6,
  52. G[7] = g7,
  53. G[8] = g8;
  54. mat3 I;
  55. float cnv[9];
  56. vec3 sample;
  57. /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
  58. for (float i=0.0; i<3.0; i++) {
  59. for (float j=0.0; j<3.0; j++) {
  60. sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
  61. I[int(i)][int(j)] = length(sample);
  62. }
  63. }
  64. /* calculate the convolution values for all the masks */
  65. for (int i=0; i<9; i++) {
  66. float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
  67. cnv[i] = dp3 * dp3;
  68. }
  69. float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
  70. float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
  71. gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
  72. }`
  73. };
  74. THREE.FreiChenShader = FreiChenShader;
  75. } )();