97 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			97 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Vector2 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * 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) | ||
|  |  */ | ||
|  | 
 | ||
|  | const FreiChenShader = { | ||
|  | 
 | ||
|  | 	name: 'FreiChenShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'tDiffuse': { value: null }, | ||
|  | 		'aspect': { value: new 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); | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { FreiChenShader }; |