#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); }