Cleanup: Correctly name bokeh blur shaders
The bokeh blur shaders are incorrectly named as standard blur shaders, while this isn't the case. Rename them to include the bokeh keyword.
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@@ -129,8 +129,8 @@ set(LIB
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set(GLSL_SRC
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shaders/compositor_alpha_crop.glsl
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shaders/compositor_bilateral_blur.glsl
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shaders/compositor_blur.glsl
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shaders/compositor_blur_variable_size.glsl
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shaders/compositor_bokeh_blur.glsl
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shaders/compositor_bokeh_blur_variable_size.glsl
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shaders/compositor_bokeh_image.glsl
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shaders/compositor_box_mask.glsl
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shaders/compositor_compute_preview.glsl
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@@ -279,8 +279,8 @@ target_include_directories(bf_compositor_shaders PUBLIC ${CMAKE_CURRENT_BINARY_D
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set(SRC_SHADER_CREATE_INFOS
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shaders/infos/compositor_alpha_crop_info.hh
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shaders/infos/compositor_bilateral_blur_info.hh
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shaders/infos/compositor_blur_info.hh
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shaders/infos/compositor_blur_variable_size_info.hh
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shaders/infos/compositor_bokeh_blur_info.hh
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shaders/infos/compositor_bokeh_blur_variable_size_info.hh
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shaders/infos/compositor_bokeh_image_info.hh
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shaders/infos/compositor_box_mask_info.hh
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shaders/infos/compositor_compute_preview_info.hh
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@@ -4,7 +4,7 @@
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(compositor_blur)
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GPU_SHADER_CREATE_INFO(compositor_bokeh_blur)
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.local_group_size(16, 16)
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.push_constant(Type::INT, "radius")
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.push_constant(Type::BOOL, "extend_bounds")
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@@ -12,5 +12,5 @@ GPU_SHADER_CREATE_INFO(compositor_blur)
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.sampler(1, ImageType::FLOAT_2D, "weights_tx")
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.sampler(2, ImageType::FLOAT_2D, "mask_tx")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.compute_source("compositor_blur.glsl")
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.compute_source("compositor_bokeh_blur.glsl")
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.do_static_compilation(true);
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@@ -4,7 +4,7 @@
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(compositor_blur_variable_size)
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GPU_SHADER_CREATE_INFO(compositor_bokeh_blur_variable_size)
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.local_group_size(16, 16)
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.push_constant(Type::FLOAT, "base_size")
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.push_constant(Type::INT, "search_radius")
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@@ -13,5 +13,5 @@ GPU_SHADER_CREATE_INFO(compositor_blur_variable_size)
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.sampler(2, ImageType::FLOAT_2D, "size_tx")
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.sampler(3, ImageType::FLOAT_2D, "mask_tx")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.compute_source("compositor_blur_variable_size.glsl")
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.compute_source("compositor_bokeh_blur_variable_size.glsl")
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.do_static_compilation(true);
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@@ -81,7 +81,7 @@ class BokehBlurOperation : public NodeOperation {
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void execute_constant_size()
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{
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GPUShader *shader = context().get_shader("compositor_blur");
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GPUShader *shader = context().get_shader("compositor_bokeh_blur");
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GPU_shader_bind(shader);
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GPU_shader_uniform_1i(shader, "radius", int(compute_blur_radius()));
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@@ -117,7 +117,7 @@ class BokehBlurOperation : public NodeOperation {
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void execute_variable_size()
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{
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GPUShader *shader = context().get_shader("compositor_blur_variable_size");
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GPUShader *shader = context().get_shader("compositor_bokeh_blur_variable_size");
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GPU_shader_bind(shader);
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GPU_shader_uniform_1f(shader, "base_size", compute_blur_radius());
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