SobelOperatorShader.js 2.3 KB

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  1. ( function () {
  2. /**
  3. * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  4. *
  5. * As mentioned in the video the Sobel operator expects a grayscale image as input.
  6. *
  7. */
  8. const SobelOperatorShader = {
  9. uniforms: {
  10. 'tDiffuse': {
  11. value: null
  12. },
  13. 'resolution': {
  14. value: new THREE.Vector2()
  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. uniform vec2 resolution;
  30. varying vec2 vUv;
  31. void main() {
  32. vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
  33. // kernel definition (in glsl matrices are filled in column-major order)
  34. const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
  35. const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel
  36. // fetch the 3x3 neighbourhood of a fragment
  37. // first column
  38. float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;
  39. float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;
  40. float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;
  41. // second column
  42. float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;
  43. float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;
  44. float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;
  45. // third column
  46. float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;
  47. float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;
  48. float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;
  49. // gradient value in x direction
  50. float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +
  51. Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +
  52. Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;
  53. // gradient value in y direction
  54. float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +
  55. Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
  56. Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
  57. // magnitute of the total gradient
  58. float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
  59. gl_FragColor = vec4( vec3( G ), 1 );
  60. }`
  61. };
  62. THREE.SobelOperatorShader = SobelOperatorShader;
  63. } )();