[orx-fx] Add Canny edge detector
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109
orx-fx/src/shaders/glsl/edges/canny-edge-detector.frag
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109
orx-fx/src/shaders/glsl/edges/canny-edge-detector.frag
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// https://www.shadertoy.com/view/sdcSz2
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// ref: (in japanese)
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// https://imagingsolution.net/imaging/canny-edge-detector/
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uniform float thickness;
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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out vec4 o_output;
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uniform float threshold0;
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uniform float threshold1;
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uniform vec4 backgroundColor;
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uniform vec4 foregroundColor;
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uniform float backgroundOpacity;
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uniform float foregroundOpacity;
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vec2 iResolution = textureSize(tex0, 0);
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vec2 fragCoord = v_texCoord0 * iResolution;
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float getAve(vec2 uv){
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vec3 rgb = texture(tex0, uv).rgb;
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vec3 lum = vec3(0.299, 0.587, 0.114);
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return dot(lum, rgb);
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}
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// Detect edge.
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vec4 sobel(vec2 fragCoord, vec2 dir){
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vec2 uv = fragCoord/iResolution.xy;
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vec2 texel = 1./iResolution.xy;
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float np = getAve(uv + (vec2(-1,+1) + dir ) * texel * thickness);
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float zp = getAve(uv + (vec2( 0,+1) + dir ) * texel * thickness);
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float pp = getAve(uv + (vec2(+1,+1) + dir ) * texel * thickness);
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float nz = getAve(uv + (vec2(-1, 0) + dir ) * texel * thickness);
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// zz = 0
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float pz = getAve(uv + (vec2(+1, 0) + dir ) * texel * thickness);
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float nn = getAve(uv + (vec2(-1,-1) + dir ) * texel * thickness);
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float zn = getAve(uv + (vec2( 0,-1) + dir ) * texel * thickness);
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float pn = getAve(uv + (vec2(+1,-1) + dir ) * texel * thickness);
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// np zp pp
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// nz zz pz
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// nn zn pn
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#if 0
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float gx = (np*-1. + nz*-2. + nn*-1. + pp*1. + pz*2. + pn*1.);
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float gy = (np*-1. + zp*-2. + pp*-1. + nn*1. + zn*2. + pn*1.);
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#else
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// https://www.shadertoy.com/view/Wds3Rl
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float gx = (np*-3. + nz*-10. + nn*-3. + pp*3. + pz*10. + pn*3.);
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float gy = (np*-3. + zp*-10. + pp*-3. + nn*3. + zn*10. + pn*3.);
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#endif
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vec2 G = vec2(gx,gy);
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float grad = length(G);
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float angle = atan(G.y, G.x);
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return vec4(G, grad, angle);
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}
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// Make edge thinner.
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vec2 hysteresisThr(vec2 fragCoord, float mn, float mx){
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vec4 edge = sobel(fragCoord, vec2(0));
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vec2 dir = vec2(cos(edge.w), sin(edge.w));
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dir *= vec2(-1,1); // rotate 90 degrees.
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vec4 edgep = sobel(fragCoord, dir);
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vec4 edgen = sobel(fragCoord, -dir);
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if(edge.z < edgep.z || edge.z < edgen.z ) edge.z = 0.;
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return vec2(
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(edge.z > mn) ? edge.z : 0.,
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(edge.z > mx) ? edge.z : 0.
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);
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}
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float cannyEdge(vec2 fragCoord, float mn, float mx){
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vec2 np = hysteresisThr(fragCoord + vec2(-1,+1), mn, mx);
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vec2 zp = hysteresisThr(fragCoord + vec2( 0,+1), mn, mx);
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vec2 pp = hysteresisThr(fragCoord + vec2(+1,+1), mn, mx);
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vec2 nz = hysteresisThr(fragCoord + vec2(-1, 0), mn, mx);
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vec2 zz = hysteresisThr(fragCoord + vec2( 0, 0), mn, mx);
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vec2 pz = hysteresisThr(fragCoord + vec2(+1, 0), mn, mx);
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vec2 nn = hysteresisThr(fragCoord + vec2(-1,-1), mn, mx);
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vec2 zn = hysteresisThr(fragCoord + vec2( 0,-1), mn, mx);
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vec2 pn = hysteresisThr(fragCoord + vec2(+1,-1), mn, mx);
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// np zp pp
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// nz zz pz
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// nn zn pn
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//return min(1., step(1e-3, zz.x) * (zp.y + nz.y + pz.y + zn.y)*8.);
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//return min(1., step(1e-3, zz.x) * (np.y + pp.y + nn.y + pn.y)*8.);
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return min(1., step(1e-2, zz.x*8.) * smoothstep(.0, .3, np.y + zp.y + pp.y + nz.y + pz.y + nn.y + zn.y + pn.y)*8.);
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}
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void main(){
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float edge = cannyEdge(fragCoord, threshold0, threshold1);
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o_output = mix(foregroundColor * foregroundOpacity, backgroundColor * backgroundOpacity, 1.-edge);
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}
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