/** * @author zz85 / https://github.com/zz85 | https://www.lab4games.net/zz85/blog * * Edge Detection Shader using Frei-Chen filter * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector * * aspect: vec2 of (1/width, 1/height) */ THREE.EdgeShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "aspect": { type: "v2", value: new THREE.Vector2( 512, 512 ) }, }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "uniform vec2 aspect;", "vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);", "mat3 G[9];", // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45 "const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );", "const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );", "const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );", "const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );", "const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );", "const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );", "const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );", "const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );", "const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );", "void main(void)", "{", "G[0] = g0,", "G[1] = g1,", "G[2] = g2,", "G[3] = g3,", "G[4] = g4,", "G[5] = g5,", "G[6] = g6,", "G[7] = g7,", "G[8] = g8;", "mat3 I;", "float cnv[9];", "vec3 sample;", /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */ "for (float i=0.0; i<3.0; i++) {", "for (float j=0.0; j<3.0; j++) {", "sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;", "I[int(i)][int(j)] = length(sample);", "}", "}", /* calculate the convolution values for all the masks */ "for (int i=0; i<9; i++) {", "float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);", "cnv[i] = dp3 * dp3;", "}", "float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);", "float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);", "gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);", "}", ].join("\n") };