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/**
* @author Mugen87 / https://github.com/Mugen87
*
* 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" )
};
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