Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /FreiChenShader.js
| 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 }; | |
Xet Storage Details
- Size:
- 2.97 kB
- Xet hash:
- 7ea869137e8238eddd5c0b2988f22db7a7640f6cc6a9df9bcab42f5bbd2ed047
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.