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Oinktube/node_modules/three/examples/js/shaders/FreiChenShader.js
2023-12-11 11:59:56 -03:00

91 lines
3 KiB
JavaScript

/**
* 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' )
};