1
0

SobelOperatorShader.js 2.4 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394
  1. import {
  2. Vector2
  3. } from '../../../build/three.module.js';
  4. /**
  5. * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  6. *
  7. * As mentioned in the video the Sobel operator expects a grayscale image as input.
  8. *
  9. */
  10. var SobelOperatorShader = {
  11. uniforms: {
  12. 'tDiffuse': { value: null },
  13. 'resolution': { value: new Vector2() }
  14. },
  15. vertexShader: [
  16. 'varying vec2 vUv;',
  17. 'void main() {',
  18. ' vUv = uv;',
  19. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  20. '}'
  21. ].join( '\n' ),
  22. fragmentShader: [
  23. 'uniform sampler2D tDiffuse;',
  24. 'uniform vec2 resolution;',
  25. 'varying vec2 vUv;',
  26. 'void main() {',
  27. ' vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );',
  28. // kernel definition (in glsl matrices are filled in column-major order)
  29. ' const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );', // x direction kernel
  30. ' const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );', // y direction kernel
  31. // fetch the 3x3 neighbourhood of a fragment
  32. // first column
  33. ' float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;',
  34. ' float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;',
  35. ' float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;',
  36. // second column
  37. ' float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;',
  38. ' float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;',
  39. ' float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;',
  40. // third column
  41. ' float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;',
  42. ' float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;',
  43. ' float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;',
  44. // gradient value in x direction
  45. ' float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ',
  46. ' Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ',
  47. ' Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ',
  48. // gradient value in y direction
  49. ' float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ',
  50. ' Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ',
  51. ' Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ',
  52. // magnitute of the total gradient
  53. ' float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );',
  54. ' gl_FragColor = vec4( vec3( G ), 1 );',
  55. '}'
  56. ].join( '\n' )
  57. };
  58. export { SobelOperatorShader };