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Diffstat (limited to 'source/blender/compositor/realtime_compositor/shaders/compositor_symmetric_separable_blur.glsl')
-rw-r--r--source/blender/compositor/realtime_compositor/shaders/compositor_symmetric_separable_blur.glsl53
1 files changed, 53 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_symmetric_separable_blur.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_symmetric_separable_blur.glsl
new file mode 100644
index 00000000000..ab0c7baa787
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/shaders/compositor_symmetric_separable_blur.glsl
@@ -0,0 +1,53 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_blur_common.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+vec4 load_input(ivec2 texel)
+{
+ vec4 color;
+ if (extend_bounds) {
+ /* If bounds are extended, then we treat the input as padded by a radius amount of pixels. So
+ * we load the input with an offset by the radius amount and fallback to a transparent color if
+ * it is out of bounds. Notice that we subtract 1 because the weights texture have an extra
+ * center weight, see the SymmetricSeparableBlurWeights for more information. */
+ int blur_size = texture_size(weights_tx) - 1;
+ color = texture_load(input_tx, texel - ivec2(blur_size, 0), vec4(0.0));
+ }
+ else {
+ color = texture_load(input_tx, texel);
+ }
+
+ if (gamma_correct_input) {
+ color = gamma_correct_blur_input(color);
+ }
+
+ return color;
+}
+
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ vec4 accumulated_color = vec4(0.0);
+
+ /* First, compute the contribution of the center pixel. */
+ vec4 center_color = load_input(texel);
+ accumulated_color += center_color * texture_load(weights_tx, 0).x;
+
+ /* Then, compute the contributions of the pixel to the right and left, noting that the
+ * weights texture only stores the weights for the positive half, but since the filter is
+ * symmetric, the same weight is used for the negative half and we add both of their
+ * contributions. */
+ for (int i = 1; i < texture_size(weights_tx); i++) {
+ float weight = texture_load(weights_tx, i).x;
+ accumulated_color += load_input(texel + ivec2(i, 0)) * weight;
+ accumulated_color += load_input(texel + ivec2(-i, 0)) * weight;
+ }
+
+ if (gamma_uncorrect_output) {
+ accumulated_color = gamma_uncorrect_blur_output(accumulated_color);
+ }
+
+ /* Write the color using the transposed texel. See the execute_separable_blur_horizontal_pass
+ * method for more information on the rational behind this. */
+ imageStore(output_img, texel.yx, accumulated_color);
+}