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Diffstat (limited to 'source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl')
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl118
1 files changed, 0 insertions, 118 deletions
diff --git a/source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl b/source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl
deleted file mode 100644
index 6e98aa9fe17..00000000000
--- a/source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl
+++ /dev/null
@@ -1,118 +0,0 @@
-#pragma BLENDER_REQUIRE(common_math_lib.glsl)
-#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
-
-/* Get the 2D vertex position of the vertex with the given index in the regular polygon
- * representing this bokeh. The polygon is rotated by the rotation amount and have a unit
- * circumradius. The regular polygon is one whose vertices' exterior angles are given by
- * exterior_angle. See the bokeh function for more information. */
-vec2 get_regular_polygon_vertex_position(int vertex_index)
-{
- float angle = exterior_angle * vertex_index - rotation;
- return vec2(cos(angle), sin(angle));
-}
-
-/* Find the closest point to the given point on the given line. This assumes the length of the
- * given line is not zero. */
-vec2 closest_point_on_line(vec2 point, vec2 line_start, vec2 line_end)
-{
- vec2 line_vector = line_end - line_start;
- vec2 point_vector = point - line_start;
- float line_length_squared = dot(line_vector, line_vector);
- float parameter = dot(point_vector, line_vector) / line_length_squared;
- return line_start + line_vector * parameter;
-}
-
-/* Compute the value of the bokeh at the given point. The computed bokeh is essentially a regular
- * polygon centered in space having the given circumradius. The regular polygon is one whose
- * vertices' exterior angles are given by "exterior_angle", which relates to the number of vertices
- * n through the equation "exterior angle = 2 pi / n". The regular polygon may additionally morph
- * into a shape with the given properties:
- *
- * - The regular polygon may have a circular hole in its center whose radius is controlled by the
- * "catadioptric" value.
- * - The regular polygon is rotated by the "rotation" value.
- * - The regular polygon can morph into a circle controlled by the "roundness" value, such that it
- * becomes a full circle at unit roundness.
- *
- * The function returns 0 when the point lies inside the regular polygon and 1 otherwise. However,
- * at the edges, it returns a narrow band gradient as a form of anti-aliasing. */
-float bokeh(vec2 point, float circumradius)
-{
- /* Get the index of the vertex of the regular polygon whose polar angle is maximum but less than
- * the polar angle of the given point, taking rotation into account. This essentially finds the
- * vertex closest to the given point in the clock-wise direction. */
- float angle = mod(atan(point.y, point.x) + rotation, M_2PI);
- int vertex_index = int(angle / exterior_angle);
-
- /* Compute the shortest distance between the origin and the polygon edge composed from the
- * previously selected vertex and the one following it. */
- vec2 first_vertex = get_regular_polygon_vertex_position(vertex_index) * circumradius;
- vec2 second_vertex = get_regular_polygon_vertex_position(vertex_index + 1) * circumradius;
- vec2 closest_point = closest_point_on_line(point, first_vertex, second_vertex);
- float distance_to_edge = length(closest_point);
-
- /* Mix the distance to the edge with the circumradius, making it tend to the distance to a
- * circle when roundness tends to 1. */
- float distance_to_edge_round = mix(distance_to_edge, circumradius, roundness);
-
- /* The point is outside of the bokeh, so we return 0. */
- float distance = length(point);
- if (distance > distance_to_edge_round) {
- return 0.0;
- }
-
- /* The point is inside the catadioptric hole and is not part of the bokeh, so we return 0. */
- float catadioptric_distance = distance_to_edge_round * catadioptric;
- if (distance < catadioptric_distance) {
- return 0.0;
- }
-
- /* The point is very close to the edge of the bokeh, so we return the difference between the
- * distance to the edge and the distance as a form of anti-aliasing. */
- if (distance_to_edge_round - distance < 1.0) {
- return distance_to_edge_round - distance;
- }
-
- /* The point is very close to the edge of the catadioptric hole, so we return the difference
- * between the distance to the hole and the distance as a form of anti-aliasing. */
- if (catadioptric != 0.0 && distance - catadioptric_distance < 1.0) {
- return distance - catadioptric_distance;
- }
-
- /* Otherwise, the point is part of the bokeh and we return 1. */
- return 1.0;
-}
-
-void main()
-{
- ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
-
- /* Since we need the regular polygon to occupy the entirety of the output image, the circumradius
- * of the regular polygon is half the width of the output image. */
- float circumradius = float(imageSize(output_img).x) / 2.0;
-
- /* Move the texel coordinates such that the regular polygon is centered. */
- vec2 point = vec2(texel) - circumradius;
-
- /* Each of the color channels of the output image contains a bokeh with a different circumradius.
- * The largest one occupies the whole image as stated above, while the other two have circumradii
- * that are shifted by an amount that is proportional to the "lens_shift" value. The alpha
- * channel of the output is the average of all three values. */
- float min_shift = abs(lens_shift * circumradius);
- float min = mix(bokeh(point, circumradius - min_shift), 0.0, min_shift == circumradius);
-
- float median_shift = min_shift / 2.0;
- float median = bokeh(point, circumradius - median_shift);
-
- float max = bokeh(point, circumradius);
- vec4 bokeh = vec4(min, median, max, (max + median + min) / 3.0);
-
- /* If the lens shift is negative, swap the min and max bokeh values, which are stored in the red
- * and blue channels respectively. Note that we take the absolute value of the lens shift above,
- * so the sign of the lens shift only controls this swap. */
- if (lens_shift < 0) {
- bokeh = bokeh.zyxw;
- }
-
- imageStore(output_img, texel, bokeh);
-}