93 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			93 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Vector2 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
 | ||
|  |  * | ||
|  |  * As mentioned in the video the Sobel operator expects a grayscale image as input. | ||
|  |  * | ||
|  |  */ | ||
|  | 
 | ||
|  | const SobelOperatorShader = { | ||
|  | 
 | ||
|  | 	name: 'SobelOperatorShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'tDiffuse': { value: null }, | ||
|  | 		'resolution': { value: new 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 ); | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { SobelOperatorShader }; |