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								public/sdk/three/jsm/shaders/FreiChenShader.js
									
									
									
									
									
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								public/sdk/three/jsm/shaders/FreiChenShader.js
									
									
									
									
									
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							| @ -0,0 +1,96 @@ | ||||
| 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 }; | ||||
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