1//* 9fbef606107a605d69c0edbcd8029e5d *// 2/** 3 * @author Mugen87 / https://github.com/Mugen87 4 * 5 * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM) 6 * 7 * As mentioned in the video the Sobel operator expects a grayscale image as input. 8 * 9 */ 10 11THREE.SobelOperatorShader = { 12 13 uniforms: { 14 15 "tDiffuse": { value: null }, 16 "resolution": { value: new THREE.Vector2() } 17 18 }, 19 20 vertexShader: [ 21 22 "varying vec2 vUv;", 23 24 "void main() {", 25 26 "vUv = uv;", 27 28 "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", 29 30 "}" 31 32 ].join( "\n" ), 33 34 fragmentShader: [ 35 36 "uniform sampler2D tDiffuse;", 37 "uniform vec2 resolution;", 38 "varying vec2 vUv;", 39 40 "void main() {", 41 42 "vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );", 43 44 // kernel definition (in glsl matrices are filled in column-major order) 45 46 "const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );", // x direction kernel 47 "const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );", // y direction kernel 48 49 // fetch the 3x3 neighbourhood of a fragment 50 51 // first column 52 53 "float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;", 54 "float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;", 55 "float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;", 56 57 // second column 58 59 "float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;", 60 "float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;", 61 "float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;", 62 63 // third column 64 65 "float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;", 66 "float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;", 67 "float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;", 68 69 // gradient value in x direction 70 71 "float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ", 72 "Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ", 73 "Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ", 74 75 // gradient value in y direction 76 77 "float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ", 78 "Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ", 79 "Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ", 80 81 // magnitute of the total gradient 82 83 "float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );", 84 85 "gl_FragColor = vec4( vec3( G ), 1 );", 86 87 "}" 88 89 ].join( "\n" ) 90 91};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.