| 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;} )();
 |