bytev-charts
Version:
基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
31 lines (30 loc) • 2.66 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.SobelOperatorShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* 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")
};