提交 5e70942e 编写于 作者: M Mr.doob

Merge remote-tracking branch 'zz85/edge_detect_shaders' into dev

/**
* @author zz85 / https://github.com/zz85 | https://www.lab4games.net/zz85/blog
*
* Edge Detection Shader using Frei-Chen filter
* Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
*
* aspect: vec2 of (1/width, 1/height)
*/
THREE.EdgeShader = {
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[9];",
// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
"const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
"const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
"const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
"const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
"const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
"const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
"const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
"const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
"const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
"void main(void)",
"{",
"G[0] = g0,",
"G[1] = g1,",
"G[2] = g2,",
"G[3] = g3,",
"G[4] = g4,",
"G[5] = g5,",
"G[6] = g6,",
"G[7] = g7,",
"G[8] = g8;",
"mat3 I;",
"float cnv[9];",
"vec3 sample;",
/* 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<9; 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;",
"}",
"float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
"float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
"gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
"}",
].join("\n")
};
/**
* @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")
};
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
div {
position: absolute;
z-index: 10;
color: #fff;
font-family: monospace;
text-align: center;
margin: 10px;
width: 100%;
}
label, input {
cursor: pointer;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/DotScreenShader.js"></script>
<script src="js/shaders/RGBShiftShader.js"></script>
<script src="js/shaders/EdgeShader.js"></script>
<script src="js/shaders/EdgeShader2.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<div>
<label for="dotScreen">Dot Screen:</label><input id="dotScreen" type="checkbox" onchange="updateOptions()"/><br />
<label for="rgbShift">RGB Shift:</label><input id="rgbShift" type="checkbox" onchange="updateOptions()" /><br />
<label for="edge">Edge Detection (Frei-Chen Filter):</label><input id="edge" type="checkbox" checked onchange="updateOptions()" /><br />
<label for="edge2">Edge Detection (Sobel Filter):</label><input id="edge2" type="checkbox" onchange="updateOptions()" /><br />
</div>
<script>
var camera, scene, renderer, composer;
var object, light;
var dotScreenEffect, rgbShiftEffect, edgeEffect, edgeEffect2;
init();
animate();
function updateOptions() {
var dotScreen = document.getElementById('dotScreen');
var rgbShift = document.getElementById('rgbShift');
var edge = document.getElementById('edge');
var edge2 = document.getElementById('edge2');
dotScreenEffect.enabled = dotScreen.checked;
rgbShiftEffect.enabled = rgbShift.checked;
edgeEffect.enabled = edge.checked;
edgeEffect2.enabled = edge2.checked;
}
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.SphereGeometry( 1, 4, 4 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
for ( var i = 0; i < 100; i ++ ) {
material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), shading: THREE.FlatShading } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 400 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
object.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x222222 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
// postprocessing
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
dotScreenEffect = new THREE.ShaderPass( THREE.DotScreenShader );
dotScreenEffect.uniforms[ 'scale' ].value = 4;
composer.addPass( dotScreenEffect );
rgbShiftEffect = new THREE.ShaderPass( THREE.RGBShiftShader );
rgbShiftEffect.uniforms[ 'amount' ].value = 0.0015;
composer.addPass( rgbShiftEffect );
edgeEffect = new THREE.ShaderPass( THREE.EdgeShader );
edgeEffect.uniforms[ 'aspect' ].value.x = window.innerWidth;
edgeEffect.uniforms[ 'aspect' ].value.y = window.innerHeight;
composer.addPass( edgeEffect );
edgeEffect2 = new THREE.ShaderPass( THREE.EdgeShader2 );
edgeEffect2.uniforms[ 'aspect' ].value.x = window.innerWidth;
edgeEffect2.uniforms[ 'aspect' ].value.y = window.innerHeight;
composer.addPass( edgeEffect2 );
var effect = new THREE.ShaderPass( THREE.CopyShader);
effect.renderToScreen = true;
composer.addPass( effect );
//
window.addEventListener( 'resize', onWindowResize, false );
updateOptions();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
edgeEffect.uniforms[ 'aspect' ].value.x = window.innerWidth;
edgeEffect.uniforms[ 'aspect' ].value.y = window.innerHeight;
edgeEffect2.uniforms[ 'aspect' ].value.x = window.innerWidth;
edgeEffect2.uniforms[ 'aspect' ].value.y = window.innerHeight;
}
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
object.rotation.x += 0.005;
object.rotation.y += 0.01;
composer.render();
// renderer.render(scene, camera);
}
</script>
</body>
</html>
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