mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
74 lines
1.6 KiB
JavaScript
Executable File
74 lines
1.6 KiB
JavaScript
Executable File
/**
|
|
* @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")
|
|
|
|
};
|