93 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			93 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Vector2
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								} from 'three';
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								/**
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								 * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
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								 *
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								 * As mentioned in the video the Sobel operator expects a grayscale image as input.
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								 *
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								 */
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								const SobelOperatorShader = {
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									name: 'SobelOperatorShader',
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									uniforms: {
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										'tDiffuse': { value: null },
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										'resolution': { value: new Vector2() }
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									},
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									vertexShader: /* glsl */`
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										varying vec2 vUv;
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										void main() {
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											vUv = uv;
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											gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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										}`,
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									fragmentShader: /* glsl */`
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										uniform sampler2D tDiffuse;
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										uniform vec2 resolution;
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										varying vec2 vUv;
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										void main() {
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											vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
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										// kernel definition (in glsl matrices are filled in column-major order)
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											const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
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											const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel
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										// fetch the 3x3 neighbourhood of a fragment
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										// first column
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											float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;
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											float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1,  0 ) ).r;
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											float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1,  1 ) ).r;
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										// second column
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											float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2(  0, -1 ) ).r;
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											float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2(  0,  0 ) ).r;
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											float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2(  0,  1 ) ).r;
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										// third column
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											float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2(  1, -1 ) ).r;
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											float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2(  1,  0 ) ).r;
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											float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2(  1,  1 ) ).r;
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										// gradient value in x direction
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											float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +
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												Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +
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												Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;
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										// gradient value in y direction
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											float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +
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												Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
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												Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
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										// magnitute of the total gradient
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											float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
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											gl_FragColor = vec4( vec3( G ), 1 );
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										}`
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								};
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								export { SobelOperatorShader };
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