/** * @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. * */ import { Vector2 } from "../../../build/three.module.js"; var SobelOperatorShader = { uniforms: { "tDiffuse": { value: null }, "resolution": { value: new 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" ) }; export { SobelOperatorShader };