three-shaders
Version:
three-shaders - a library of shaders included with Three.js library
81 lines (54 loc) • 1.57 kB
JavaScript
/**
* @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;