lygia
/filter
/edge
/sobel
)Adapted version of Sobel edge detection from https://github.com/BradLarson/GPUImage2.
Dependencies:
lygia
/sample
/clamp2edge
.glsl
Use:
edgeSobel(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixels_scale)
#ifndef EDGESOBEL_TYPE
#ifdef EDGE_TYPE
#define EDGESOBEL_TYPE EDGE_TYPE
#else
#define EDGESOBEL_TYPE float
#endif
#endif
#ifndef EDGESOBEL_SAMPLER_FNC
#ifdef EDGE_SAMPLER_FNC
#define EDGESOBEL_SAMPLER_FNC(TEX, UV) EDGE_SAMPLER_FNC(TEX, UV)
#else
#define EDGESOBEL_SAMPLER_FNC(TEX, UV) sampleClamp2edge(TEX, UV).r
#endif
#endif
#ifndef FNC_EDGESOBEL
#define FNC_EDGESOBEL
EDGESOBEL_TYPE edgeSobel(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset) {
// get samples around pixel
EDGESOBEL_TYPE tleft = EDGESOBEL_SAMPLER_FNC(tex, st + vec2(-offset.x, offset.y));
EDGESOBEL_TYPE left = EDGESOBEL_SAMPLER_FNC(tex, st + vec2(-offset.x, 0.));
EDGESOBEL_TYPE bleft = EDGESOBEL_SAMPLER_FNC(tex, st + vec2(-offset.x, -offset.y));
EDGESOBEL_TYPE top = EDGESOBEL_SAMPLER_FNC(tex, st + vec2(0., offset.y));
EDGESOBEL_TYPE bottom = EDGESOBEL_SAMPLER_FNC(tex, st + vec2(0., -offset.y));
EDGESOBEL_TYPE tright = EDGESOBEL_SAMPLER_FNC(tex, st + offset);
EDGESOBEL_TYPE right = EDGESOBEL_SAMPLER_FNC(tex, st + vec2(offset.x, 0.));
EDGESOBEL_TYPE bright = EDGESOBEL_SAMPLER_FNC(tex, st + vec2(offset.x, -offset.y));
EDGESOBEL_TYPE x = tleft + 2. * left + bleft - tright - 2. * right - bright;
EDGESOBEL_TYPE y = -tleft - 2. * top - tright + bleft + 2. * bottom + bright;
return sqrt((x * x) + (y * y));
}
#endif
Dependencies:
Use:
edgeSobel(<SAMPLER_TYPE> texture, <float2> st, <float2> pixels_scale)
#ifndef EDGESOBEL_TYPE
#ifdef EDGE_TYPE
#define EDGESOBEL_TYPE EDGE_TYPE
#else
#define EDGESOBEL_TYPE float
#endif
#endif
#ifndef EDGESOBEL_SAMPLER_FNC
#ifdef EDGE_SAMPLER_FNC
#define EDGESOBEL_SAMPLER_FNC(TEX, UV) EDGE_SAMPLER_FNC(TEX, UV)
#else
#define EDGESOBEL_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).r
#endif
#endif
#ifndef FNC_EDGESOBEL
#define FNC_EDGESOBEL
EDGESOBEL_TYPE edgeSobel(in SAMPLER_TYPE tex, in float2 st, in float2 offset) {
// get samples around pixel
EDGESOBEL_TYPE tleft = EDGESOBEL_SAMPLER_FNC(tex, st + float2(-offset.x, offset.y));
EDGESOBEL_TYPE left = EDGESOBEL_SAMPLER_FNC(tex, st + float2(-offset.x, 0.));
EDGESOBEL_TYPE bleft = EDGESOBEL_SAMPLER_FNC(tex, st + float2(-offset.x, -offset.y));
EDGESOBEL_TYPE top = EDGESOBEL_SAMPLER_FNC(tex, st + float2(0., offset.y));
EDGESOBEL_TYPE bottom = EDGESOBEL_SAMPLER_FNC(tex, st + float2(0., -offset.y));
EDGESOBEL_TYPE tright = EDGESOBEL_SAMPLER_FNC(tex, st + offset);
EDGESOBEL_TYPE right = EDGESOBEL_SAMPLER_FNC(tex, st + float2(offset.x, 0.));
EDGESOBEL_TYPE bright = EDGESOBEL_SAMPLER_FNC(tex, st + float2(offset.x, -offset.y));
EDGESOBEL_TYPE x = tleft + 2. * left + bleft - tright - 2. * right - bright;
EDGESOBEL_TYPE y = -tleft - 2. * top - tright + bleft + 2. * bottom + bright;
return sqrt((x * x) + (y * y));
}
#endif
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