three-stdlib
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stand-alone library of threejs examples
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{"version":3,"file":"FreiChenShader.cjs","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: new Vector2(512, 512) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'varying vec2 vUv;',\n\n 'uniform vec2 aspect;',\n\n 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);',\n\n 'mat3 G[9];',\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n 'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );',\n 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );',\n 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );',\n 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );',\n 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );',\n 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );',\n 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );',\n 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );',\n 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );',\n\n 'void main(void)',\n '{',\n\n '\tG[0] = g0,',\n '\tG[1] = g1,',\n '\tG[2] = g2,',\n '\tG[3] = g3,',\n '\tG[4] = g4,',\n '\tG[5] = g5,',\n '\tG[6] = g6,',\n '\tG[7] = g7,',\n '\tG[8] = g8;',\n\n '\tmat3 I;',\n '\tfloat cnv[9];',\n '\tvec3 sample;',\n\n /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */\n '\tfor (float i=0.0; i<3.0; i++) {',\n '\t\tfor (float j=0.0; j<3.0; j++) {',\n '\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;',\n '\t\t\tI[int(i)][int(j)] = length(sample);',\n '\t\t}',\n '\t}',\n\n /* calculate the convolution values for all the masks */\n '\tfor (int i=0; i<9; i++) {',\n '\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);',\n '\t\tcnv[i] = dp3 * dp3;',\n '\t}',\n\n '\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);',\n '\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);',\n\n '\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);',\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,IAAIA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,EACzC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}