你很近。這裏是:http://jsfiddle.net/82fJh/1/。它至少可以在OS X的Chrome上運行。
你有一些着色器制服格式錯誤,你需要通過紫外光作爲一個變。
var sobelShader = {
uniforms: {
'texture': {
type: 't',
value: videoTexture
},
'width': {
type: 'f',
value: 320.0
},
'height': {
type: 'f',
value: 240.0
}
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
'vUv = uv;',
'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}'
].join('\n'),
fragmentShader: [
'uniform sampler2D texture;',
'uniform float width;',
'uniform float height;',
'varying vec2 vUv;',
'void main(void) {',
'float w = 1.0/width;',
'float h = 1.0/height;',
'vec2 texCoord = vUv;',
'vec4 n[9];',
'n[0] = texture2D(texture, texCoord + vec2(-w, -h));',
'n[1] = texture2D(texture, texCoord + vec2(0.0, -h));',
'n[2] = texture2D(texture, texCoord + vec2( w, -h));',
'n[3] = texture2D(texture, texCoord + vec2(-w, 0.0));',
'n[4] = texture2D(texture, texCoord);',
'n[5] = texture2D(texture, texCoord + vec2( w, 0.0));',
'n[6] = texture2D(texture, texCoord + vec2(-w, h));',
'n[7] = texture2D(texture, texCoord + vec2(0.0, h));',
'n[8] = texture2D(texture, texCoord + vec2( w, h));',
'vec4 sobel_horizEdge = n[2] + (2.0*n[5]) + n[8] - (n[0] + (2.0*n[3]) + n[6]);',
'vec4 sobel_vertEdge = n[0] + (2.0*n[1]) + n[2] - (n[6] + (2.0*n[7]) + n[8]);',
'vec3 sobel = sqrt((sobel_horizEdge.rgb * sobel_horizEdge.rgb) + (sobel_vertEdge.rgb * sobel_vertEdge.rgb));',
'gl_FragColor = vec4(sobel, 1.0);',
'}'
].join('\n')
}
three.js所r.53
+1涼爽演示:-)(工作在Chrome) – WestLangley