How to do it...

To create a shader program that applies the Sobel edge detection filter, perform the following steps:

  1. The vertex shader just converts the position and normal to camera coordinates and passes them along to the fragment shader.
  1. The fragment shader applies the reflection model in the first pass, and applies the edge detection filter in the second pass:
in vec3 Position; 
in vec3 Normal; 

uniform int Pass; // Pass number // The texture containing the results of the first pass layout( binding=0 ) uniform sampler2D RenderTex; uniform float EdgeThreshold; // The squared threshold // Light/material uniforms... layout( location = 0 ) out vec4 FragColor; const vec3 lum = vec3(0.2126, 0.7152, 0.0722); vec3 blinnPhong( vec3 pos, vec3 norm ) {
// ... } // Approximates the brightness of a RGB value. float luminance( vec3 color ) { return dot(lum, color); }
vec4 pass1() { return vec4(blinnPhong( Position, normalize(Normal) ),1.0); }
vec4 pass2() { ivec2 pix = ivec2(gl_FragCoord.xy); float s00 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(-1,1)).rgb); float s10 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(-1,0)).rgb); float s20 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(-1,-1)).rgb); float s01 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(0,1)).rgb); float s21 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(0,-1)).rgb); float s02 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(1,1)).rgb); float s12 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(1,0)).rgb); float s22 = luminance( texelFetchOffset(RenderTex, pix, 0, ivec2(1,-1)).rgb); float sx = s00 + 2 * s10 + s20 - (s02 + 2 * s12 + s22); float sy = s00 + 2 * s01 + s02 - (s20 + 2 * s21 + s22); float g = sx * sx + sy * sy; if( g > EdgeThreshold ) return vec4(1.0); else return vec4(0.0,0.0,0.0,1.0); } void main() { if( Pass == 1 ) FragColor = pass1();
if( Pass == 2 ) FragColor = pass2(); }

In the render function of your OpenGL application, follow these steps for pass #1:

  1. Select FBO, and clear the color/depth buffers
  2. Set the Pass uniform to 1
  3. Set up the model, view, and projection matrices, and draw the scene

For pass #2, carry out the following steps:

  1. Deselect the FBO (revert to the default framebuffer) and clear the color/depth buffers
  2. Set the Pass uniform to 2
  3. Set the model, view, and projection matrices to the identity matrix
  4. Draw a single quad (or two triangles) that fills the screen (-1 to +1 in x and y), with texture coordinates that range from 0 to 1 in each dimension.
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