/** * @author zz85 / https://github.com/zz85 | https://www.lab4games.net/zz85/blog * * Edge Detection Shader using Sobel filter * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector * * aspect: vec2 of (1/width, 1/height) */ THREE.EdgeShader2 = { 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[2];", "const mat3 g0 = mat3( 1.0, 2.0, 1.0, 0.0, 0.0, 0.0, -1.0, -2.0, -1.0 );", "const mat3 g1 = mat3( 1.0, 0.0, -1.0, 2.0, 0.0, -2.0, 1.0, 0.0, -1.0 );", "void main(void)", "{", "mat3 I;", "float cnv[2];", "vec3 sample;", "G[0] = g0;", "G[1] = g1;", /* 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<2; 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; ", "}", "gl_FragColor = vec4(0.5 * sqrt(cnv[0]*cnv[0]+cnv[1]*cnv[1]));", "} ", ].join("\n") };