/**
 * @author Mugen87 / https://github.com/Mugen87
 *
 * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
 *
 * As mentioned in the video the Sobel operator expects a grayscale image as input.
 *
 */

import {
	Vector2
} from "../../../build/three.module.js";

var SobelOperatorShader = {

	uniforms: {

		"tDiffuse": { value: null },
		"resolution": { value: new Vector2() }

	},

	vertexShader: [

		"varying vec2 vUv;",

		"void main() {",

		"	vUv = uv;",

		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join( "\n" ),

	fragmentShader: [

		"uniform sampler2D tDiffuse;",
		"uniform vec2 resolution;",
		"varying vec2 vUv;",

		"void main() {",

		"	vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",

		// kernel definition (in glsl matrices are filled in column-major order)

		"	const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );", // x direction kernel
		"	const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );", // y direction kernel

		// fetch the 3x3 neighbourhood of a fragment

		// first column

		"	float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
		"	float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1,  0 ) ).r;",
		"	float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1,  1 ) ).r;",

		// second column

		"	float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2(  0, -1 ) ).r;",
		"	float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2(  0,  0 ) ).r;",
		"	float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2(  0,  1 ) ).r;",

		// third column

		"	float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2(  1, -1 ) ).r;",
		"	float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2(  1,  0 ) ).r;",
		"	float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2(  1,  1 ) ).r;",

		// gradient value in x direction

		"	float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
		"		Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
		"		Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",

		// gradient value in y direction

		"	float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
		"		Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
		"		Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",

		// magnitute of the total gradient

		"	float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",

		"	gl_FragColor = vec4( vec3( G ), 1 );",

		"}"

	].join( "\n" )

};

export { SobelOperatorShader };
