Buckets:
| import { | |
| Vector2 | |
| } from 'three'; | |
| /** | |
| * @module SobelOperatorShader | |
| * @three_import import { SobelOperatorShader } from 'three/addons/shaders/SobelOperatorShader.js'; | |
| */ | |
| /** | |
| * Sobel Edge Detection (see {@link https://youtu.be/uihBwtPIBxM}). | |
| * | |
| * As mentioned in the video the Sobel operator expects a grayscale image as input. | |
| * | |
| * @constant | |
| * @type {ShaderMaterial~Shader} | |
| */ | |
| 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; | |
| // magnitude of the total gradient | |
| float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) ); | |
| gl_FragColor = vec4( vec3( G ), 1 ); | |
| }` | |
| }; | |
| export { SobelOperatorShader }; | |
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