GLSL Filters
RTT
by ak532892
HTML
<div id="container"></div>
<div id="info">
<br/> Homework 8
<br/>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js">
</script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js"></script>
<script src="//cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script>
<script id="myVertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
gl_Position = projectionMatrix* modelViewMatrix * vec4( position, 1.0);
vUv = uv;
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
uniform sampler2D texture;
uniform int imageSize;
varying vec2 vUv;
float step_w = 1.0/float(imageSize);
float step_h = 1.0/float(imageSize);
//http://stackoverflow.com/questions/15262729/const-float-array-in-webgl-shader
void main() {
float kernel[9];
float gx[9];
gx[0] = gx[6] = -1.0;
gx[1] = gx[4] = gx[7] = 0.0;
gx[2] = gx[8] = 1.0;
gx[3] = -2.0;
gx[5] = 2.0;
float gy[9];
gy[0] = gy[2] = -1.0;
gy[3] = gy[4] = gy[5] = 0.0;
gy[6] = gy[8] = 1.0;
gy[1] = -2.0;
gy[7] = 2.0;
//for (int i = 0 ; i < 9; i++)
// kernel[i] = sqrt((gx[i] * gx[i]) + (gy[i] * gy[i]));
vec2 offset[9];
offset[0]=vec2(-step_w, -step_h);
offset[1]=vec2(0.0, -step_h); offset[2]=vec2(step_w, -step_h),
offset[3]=vec2(-step_w, 0.0), offset[4]=vec2(0.0, 0.0), offset[5]=vec2(step_w, 0.0),
offset[6]=vec2(-step_w, step_h), offset[7]=vec2(0.0, step_h), offset[8]=vec2(step_w, step_h);
vec3 sum = vec3(0.0);
float Gx = 0.0, Gy = 0.0;
if (vUv.s < 0.49) {
for (int i = 0 ; i < 9; i++) {
float tmp = texture2D (texture, vUv+offset[i]).r;
Gx += tmp * gx[i];
Gy += tmp * gy[i];
}
vec3 n = normalize(cross(vec3(1, 0, Gx), vec3(0, 1, Gy)));
gl_FragColor = vec4 (((n + 1.0) / 2.0), 1.0);
} else if (vUv.s > 0.51) {
sum = texture2D (texture, vUv).rgb;
gl_FragColor = vec4 (sum, 1.0);
} else {
sum = vec3 (1.0, 0.0,...
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 20px;
position: absolute;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
JavaScript
var scene, renderer, camera, controls;
var material_shh;
var width, height;
var scene2, camera2, rtTexture;
var tex1;
var pointLight, lightSphere;
var angle = 0;
init();
animate();
function init() {
width = window.innerWidth;
height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
renderer.setClearColor(0x888888);
renderer.autoClear = false;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 100000);
camera.position.y = 80;
camera.position.z = 300;
camera.lookAt(new THREE.Vector3(0, 0, 0));
// add control here (after the camera is defined)
controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
scene.add(gridXZ);
pointLight = new THREE.PointLight(0xffffff);
scene.add(pointLight);
lightSphere = new THREE.Mesh(new THREE.SphereGeometry(5),
new THREE.MeshBasicMaterial({
color: 0xffff00,
wireframe: true
}));
scene.add(lightSphere);
var ambientLight = new THREE.AmbientLight(0x555555);
scene.add(ambientLight);
window.addEventListener('resize', onWindowResize, false);
var vertShader = document.getElementById('myVertexShader').innerHTML;
var fragShader = document.getElementById('myFragmentShader').innerHTML;
THREE.ImageUtils.crossOrigin = '';
tex1 = THREE.ImageUtils.loadTexture('http://ak532892.github.io/ComputerGraphics2016/hw/hw4/images/410105130.jpg');
var uniforms = {
imageSize: {
type: 'i',
value: 256
},
texture: {
type: 't',
value: tex1
} ,
};
material_shh = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertShader,
fragmentShader: fragShader
});
// all face uses the same material;
// no need for MeshFaceMaterial (materialArray)
material_shh.side = THREE.DoubleSide;
var...