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| /** | |
| * @author zz85 / https://github.com/zz85 | https://www.lab4games.net/zz85/blog | |
| * | |
| * 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) | |
| */ | |
| THREE.FreiChenShader = { | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "aspect": { value: new THREE.Vector2( 512, 512 ) } | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| "vUv = uv;", | |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "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);", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |