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- ( 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;
- } )();
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