FreiChenShader.js 2.9 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394
  1. import {
  2. Vector2
  3. } from 'three';
  4. /**
  5. * Edge Detection Shader using Frei-Chen filter
  6. * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
  7. *
  8. * aspect: vec2 of (1/width, 1/height)
  9. */
  10. const FreiChenShader = {
  11. uniforms: {
  12. 'tDiffuse': { value: null },
  13. 'aspect': { value: new Vector2( 512, 512 ) }
  14. },
  15. vertexShader: /* glsl */`
  16. varying vec2 vUv;
  17. void main() {
  18. vUv = uv;
  19. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  20. }`,
  21. fragmentShader: /* glsl */`
  22. uniform sampler2D tDiffuse;
  23. varying vec2 vUv;
  24. uniform vec2 aspect;
  25. vec2 texel = vec2( 1.0 / aspect.x, 1.0 / aspect.y );
  26. mat3 G[9];
  27. // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
  28. const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
  29. const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
  30. const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
  31. const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
  32. const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
  33. const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
  34. const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
  35. const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
  36. const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
  37. void main(void)
  38. {
  39. G[0] = g0,
  40. G[1] = g1,
  41. G[2] = g2,
  42. G[3] = g3,
  43. G[4] = g4,
  44. G[5] = g5,
  45. G[6] = g6,
  46. G[7] = g7,
  47. G[8] = g8;
  48. mat3 I;
  49. float cnv[9];
  50. vec3 sample;
  51. /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
  52. for (float i=0.0; i<3.0; i++) {
  53. for (float j=0.0; j<3.0; j++) {
  54. sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
  55. I[int(i)][int(j)] = length(sample);
  56. }
  57. }
  58. /* calculate the convolution values for all the masks */
  59. for (int i=0; i<9; i++) {
  60. float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
  61. cnv[i] = dp3 * dp3;
  62. }
  63. float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
  64. float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
  65. gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
  66. }`
  67. };
  68. export { FreiChenShader };