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os.edges.jxs
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os.edges.jxs
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<jittershader name="lumasker">
<description>
Sobel edge detection
</description>
<param name="threshold" type="float" default="0.9" />
<param name="tex0" type="int" default="0" />
<language name="glsl" version="1.0">
<bind param="threshold" program="fp" />
<bind param="tex0" program="fp" />
<program name="vp" type="vertex" source="sh.passthrudim.vp.glsl" />
<program name="fp" type="fragment">
<![CDATA[
varying vec2 texcoord0;
varying vec2 texdim0;
uniform sampler2DRect tex0;
uniform float threshold;
const mat3 Gx = mat3(
-1.0, -2.0, -1.0,
0.0, 0.0, 0.0,
1.0, 2.0, 1.0
);
const mat3 Gy = mat3(
-1.0, 0.0, 1.0,
-2.0, 0.0, 2.0,
-1.0, 0.0, 1.0
);
float sobelEdgeDetection(in vec2 st, in sampler2DRect tex) {
float valueGx = 0.0;
float valueGy = 0.0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
vec4 texColor = texture2DRect(tex, st + vec2(ivec2(i - 1, j - 1)));
float intensity = texColor.r;
valueGx += Gx[i][j] * intensity;
valueGy += Gy[i][j] * intensity;
}
}
return length(vec2(valueGx, valueGy));
}
void main() {
float edges = sobelEdgeDetection(texcoord0, tex0);
vec3 color = 1.0 - vec3(edges);
color = step(threshold, color);
gl_FragColor = vec4(color, 1.0);
}
]]>
</program>
</language>
</jittershader>