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GLSL Fragment Shader: Sobel Edge Detection
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// Sobel Edge Detection Filter | |
// GLSL Fragment Shader | |
// Implementation by Patrick Hebron | |
uniform sampler2D texture; | |
uniform float width; | |
uniform float height; | |
void make_kernel(inout vec4 n[9], sampler2D tex, vec2 coord) | |
{ | |
float w = 1.0 / width; | |
float h = 1.0 / height; | |
n[0] = texture2D(tex, coord + vec2( -w, -h)); | |
n[1] = texture2D(tex, coord + vec2(0.0, -h)); | |
n[2] = texture2D(tex, coord + vec2( w, -h)); | |
n[3] = texture2D(tex, coord + vec2( -w, 0.0)); | |
n[4] = texture2D(tex, coord); | |
n[5] = texture2D(tex, coord + vec2( w, 0.0)); | |
n[6] = texture2D(tex, coord + vec2( -w, h)); | |
n[7] = texture2D(tex, coord + vec2(0.0, h)); | |
n[8] = texture2D(tex, coord + vec2( w, h)); | |
} | |
void main(void) | |
{ | |
vec4 n[9]; | |
make_kernel( n, texture, gl_TexCoord[0].st ); | |
vec4 sobel_edge_h = n[2] + (2.0*n[5]) + n[8] - (n[0] + (2.0*n[3]) + n[6]); | |
vec4 sobel_edge_v = n[0] + (2.0*n[1]) + n[2] - (n[6] + (2.0*n[7]) + n[8]); | |
vec4 sobel = sqrt((sobel_edge_h * sobel_edge_h) + (sobel_edge_v * sobel_edge_v)); | |
gl_FragColor = vec4( 1.0 - sobel.rgb, 1.0 ); | |
} | |
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