#version 450 core in vec2 tc; out vec2 gradients; uniform sampler2D tex; uniform vec2 inv_image_size; void main() { // There are two common Sobel filters, horizontal and vertical // (see e.g. Wikipedia, or the OpenCV documentation): // // [1 0 -1] [-1 -2 -1] // [2 0 -2] [ 0 0 0] // [1 0 -1] [ 1 2 1] // Horizontal Vertical // // Note that Wikipedia and OpenCV gives entirely opposite definitions // with regards to sign! This appears to be an error in the OpenCV // documentation, forgetting that for convolution, the filters must be // flipped. We have to flip the vertical matrix again comparing to // Wikipedia, though, since we have bottom-left origin (y = up) // and they define y as pointing downwards. // // Computing both directions at once allows us to get away with eight // texture samples instead of twelve. float x_left = tc.x - inv_image_size.x; float x_mid = tc.x; float x_right = tc.x + inv_image_size.x; float y_top = tc.y + inv_image_size.y; // Note the bottom-left coordinate system. float y_mid = tc.y; float y_bottom = tc.y - inv_image_size.y; float top_left = texture(tex, vec2(x_left, y_top)).x; float left = texture(tex, vec2(x_left, y_mid)).x; float bottom_left = texture(tex, vec2(x_left, y_bottom)).x; float top = texture(tex, vec2(x_mid, y_top)).x; float bottom = texture(tex, vec2(x_mid, y_bottom)).x; float top_right = texture(tex, vec2(x_right, y_top)).x; float right = texture(tex, vec2(x_right, y_mid)).x; float bottom_right = texture(tex, vec2(x_right, y_bottom)).x; gradients.x = (top_right + 2.0f * right + bottom_right) - (top_left + 2.0f * left + bottom_left); gradients.y = (top_left + 2.0 * top + top_right) - (bottom_left + 2.0f * bottom + bottom_right); // Normalize so that we have a normalized unit of intensity levels per pixel. gradients.x *= 0.125; gradients.y *= 0.125; }