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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, 118 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl b/source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl
new file mode 100644
index 00000000000..6e98aa9fe17
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+++ b/source/blender/gpu/shaders/compositor/compositor_bokeh_image.glsl
@@ -0,0 +1,118 @@
+#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);
+}