mirror of
https://github.com/Doodle3D/Doodle3D-Core.git
synced 2024-11-10 16:33:24 +01:00
39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
uniform sampler2D tDiffuse;
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uniform vec3 color;
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uniform vec2 resolution;
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varying vec2 vUv;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1., 2. / 3., 1. / 3., 3.);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6. - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0., 1.), c.y);
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}
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// convert depth to hue value so we can detect edges
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vec3 depth(vec4 c) {
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return hsv2rgb(vec3(c.z, 1., 1.)) * c.w;
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}
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float cubicInOut(float t) {
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return t < .5 ? 4. * pow(t, 3.) : .5 * pow(2. * t - 2., 3.) + 1.;
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}
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void main() {
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float x = 1. / resolution.x;
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float y = 1. / resolution.y;
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// lapace filter
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vec4 f01 = texture2D(tDiffuse, vUv + vec2(0., -y));
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vec4 f10 = texture2D(tDiffuse, vUv + vec2(-x, 0.));
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vec4 f11 = texture2D(tDiffuse, vUv);
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vec4 f12 = texture2D(tDiffuse, vUv + vec2(0., y));
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vec4 f21 = texture2D(tDiffuse, vUv + vec2(x, 0.));
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float depthLaplace = length(4. * depth(f11) - depth(f01) - depth(f10) - depth(f12) - depth(f21));
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float normalLaplace = length(4. * f11.xy - f01.xy - f10.xy - f12.xy - f21.xy);
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float edge = cubicInOut(depthLaplace) + cubicInOut(normalLaplace);
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gl_FragColor = vec4(vec3(0.), edge);
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}
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