webvr js meetup initial commit
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93
node_modules/three/examples/js/shaders/EdgeShader.js
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93
node_modules/three/examples/js/shaders/EdgeShader.js
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/**
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* @author zz85 / https://github.com/zz85 | https://www.lab4games.net/zz85/blog
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*
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* Edge Detection Shader using Frei-Chen filter
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* Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
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*
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* aspect: vec2 of (1/width, 1/height)
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*/
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THREE.EdgeShader = {
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uniforms: {
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"tDiffuse": { value: null },
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"aspect": { value: new THREE.Vector2( 512, 512 ) }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join( "\n" ),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"uniform vec2 aspect;",
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"vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
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"mat3 G[9];",
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// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
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"const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
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"const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
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"const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
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"const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
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"const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
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"const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
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"const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
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"const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
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"const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
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"void main(void)",
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"{",
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"G[0] = g0,",
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"G[1] = g1,",
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"G[2] = g2,",
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"G[3] = g3,",
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"G[4] = g4,",
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"G[5] = g5,",
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"G[6] = g6,",
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"G[7] = g7,",
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"G[8] = g8;",
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"mat3 I;",
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"float cnv[9];",
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"vec3 sample;",
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/* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
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"for (float i=0.0; i<3.0; i++) {",
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"for (float j=0.0; j<3.0; j++) {",
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"sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
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"I[int(i)][int(j)] = length(sample);",
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"}",
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"}",
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/* calculate the convolution values for all the masks */
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"for (int i=0; i<9; i++) {",
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"float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
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"cnv[i] = dp3 * dp3;",
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"}",
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"float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
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"float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
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"gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
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"}"
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].join( "\n" )
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};
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