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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 = {
name: '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 };