| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 | ( 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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