97 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	Vector2
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} from 'three';
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/**
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 * Edge Detection Shader using Frei-Chen filter
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 * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
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 *
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 * aspect: vec2 of (1/width, 1/height)
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 */
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const FreiChenShader = {
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	name: 'FreiChenShader',
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	uniforms: {
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		'tDiffuse': { value: null },
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		'aspect': { value: new Vector2( 512, 512 ) }
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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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		varying vec2 vUv;
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		uniform vec2 aspect;
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		vec2 texel = vec2( 1.0 / aspect.x, 1.0 / aspect.y );
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		mat3 G[9];
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		// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
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		const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
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		const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
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		const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
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		const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
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		const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
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		const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
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		const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
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		const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
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		const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
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		void main(void)
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		{
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			G[0] = g0,
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			G[1] = g1,
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			G[2] = g2,
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			G[3] = g3,
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			G[4] = g4,
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			G[5] = g5,
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			G[6] = g6,
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			G[7] = g7,
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			G[8] = g8;
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			mat3 I;
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			float cnv[9];
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			vec3 sample;
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		/* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
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			for (float i=0.0; i<3.0; i++) {
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				for (float j=0.0; j<3.0; j++) {
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					sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
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					I[int(i)][int(j)] = length(sample);
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				}
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			}
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		/* calculate the convolution values for all the masks */
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			for (int i=0; i<9; i++) {
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				float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
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				cnv[i] = dp3 * dp3;
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			}
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			float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
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			float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
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			gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
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		}`
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};
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export { FreiChenShader };
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