This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// 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) | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 300 es | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
out vec4 outColor; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import * as THREE from "three" | |
// credits for the box-projecting shader code go to codercat (https://codercat.tk) | |
const worldposReplace = /* glsl */` | |
#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) | |
vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 ); | |
#ifdef BOX_PROJECTED_ENV_MAP | |
vWorldPosition = worldPosition.xyz; |