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- import {
- Vector2
- } from 'three';
- /**
- * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
- *
- * As mentioned in the video the Sobel operator expects a grayscale image as input.
- *
- */
- const SobelOperatorShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'resolution': { value: new Vector2() }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- 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 );
- }`
- };
- export { SobelOperatorShader };
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