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three-shaders

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three-shaders - a library of shaders included with Three.js library

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/** * @author zz85 / https://github.com/zz85 | https://www.lab4games.net/zz85/blog * * Edge Detection Shader using Sobel filter * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector * * aspect: vec2 of (1/width, 1/height) */ var THREE = require('three'); function EdgeShader2() { return { 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 ); } `, fragmentShader: ` uniform sampler2D tDiffuse; varying vec2 vUv; uniform vec2 aspect; vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y); mat3 G[2]; const mat3 g0 = mat3( 1.0, 2.0, 1.0, 0.0, 0.0, 0.0, -1.0, -2.0, -1.0 ); const mat3 g1 = mat3( 1.0, 0.0, -1.0, 2.0, 0.0, -2.0, 1.0, 0.0, -1.0 ); void main(void) { mat3 I; float cnv[2]; vec3 sample; G[0] = g0; G[1] = g1; /* 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<2; 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; } gl_FragColor = vec4(0.5 * sqrt(cnv[0]*cnv[0]+cnv[1]*cnv[1])); } ` } }; module.exports = EdgeShader2;