1
0
Fork 0
mirror of https://github.com/DanielnetoDotCom/YouPHPTube synced 2025-10-03 17:59:55 +02:00
Oinktube/node_modules/three/examples/js/shaders/SobelOperatorShader.js
2023-12-11 11:59:56 -03:00

88 lines
2.3 KiB
JavaScript

/**
* Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
*
* As mentioned in the video the Sobel operator expects a grayscale image as input.
*
*/
THREE.SobelOperatorShader = {
uniforms: {
'tDiffuse': { value: null },
'resolution': { value: new THREE.Vector2() }
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
' vUv = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'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; ',
// magnitute of the total gradient
' float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );',
' gl_FragColor = vec4( vec3( G ), 1 );',
'}'
].join( '\n' )
};