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test2/source/blender/compositor/shaders/compositor_defocus_blur.glsl
Aras Pranckevicius a401089a9d Cleanup: move compositor files out of realtime_compositor folder
By now it is just a "compositor", so move the files one folder up.
Things that were under realtime_compositor/intern move into
already existing intern folder.

Pull Request: https://projects.blender.org/blender/blender/pulls/132004
2024-12-17 10:34:24 +01:00

65 lines
3.2 KiB
GLSL

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_compositor_texture_utilities.glsl"
#include "gpu_shader_math_vector_lib.glsl"
/* Given the texel in the range [-radius, radius] in both axis, load the appropriate weight from
* the weights texture, where the given texel (0, 0) corresponds the center of weights texture.
* Note that we load the weights texture inverted along both directions to maintain the shape of
* the weights if it was not symmetrical. To understand why inversion makes sense, consider a 1D
* weights texture whose right half is all ones and whose left half is all zeros. Further, consider
* that we are blurring a single white pixel on a black background. When computing the value of a
* pixel that is to the right of the white pixel, the white pixel will be in the left region of the
* search window, and consequently, without inversion, a zero will be sampled from the left side of
* the weights texture and result will be zero. However, what we expect is that pixels to the right
* of the white pixel will be white, that is, they should sample a weight of 1 from the right side
* of the weights texture, hence the need for inversion. */
vec4 load_weight(ivec2 texel, float radius)
{
/* Add the radius to transform the texel into the range [0, radius * 2], with an additional 0.5
* to sample at the center of the pixels, then divide by the upper bound plus one to transform
* the texel into the normalized range [0, 1] needed to sample the weights sampler. Finally,
* invert the textures coordinates by subtracting from 1 to maintain the shape of the weights as
* mentioned in the function description. */
return texture(weights_tx, 1.0 - ((vec2(texel) + vec2(radius + 0.5)) / (radius * 2.0 + 1.0)));
}
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
float center_radius = max(0.0, texture_load(radius_tx, texel).x);
/* Go over the window of the given search radius and accumulate the colors multiplied by their
* respective weights as well as the weights themselves, but only if both the radius of the
* center pixel and the radius of the candidate pixel are less than both the x and y distances of
* the candidate pixel. */
vec4 accumulated_color = vec4(0.0);
vec4 accumulated_weight = vec4(0.0);
for (int y = -search_radius; y <= search_radius; y++) {
for (int x = -search_radius; x <= search_radius; x++) {
float candidate_radius = max(0.0, texture_load(radius_tx, texel + ivec2(x, y)).x);
/* Skip accumulation if either the x or y distances of the candidate pixel are larger than
* either the center or candidate pixel radius. Note that the max and min functions here
* denote "either" in the aforementioned description. */
float radius = min(center_radius, candidate_radius);
if (max(abs(x), abs(y)) > radius) {
continue;
}
vec4 weight = load_weight(ivec2(x, y), radius);
vec4 input_color = texture_load(input_tx, texel + ivec2(x, y));
accumulated_color += input_color * weight;
accumulated_weight += weight;
}
}
accumulated_color = safe_divide(accumulated_color, accumulated_weight);
imageStore(output_img, texel, accumulated_color);
}