#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl) /* Returns true if the given color is close enough to the given reference color within the * threshold supplied by the user, and returns false otherwise. */ bool is_close(vec4 reference_color, vec4 color) { return all(lessThan(abs(reference_color - color).rgb, vec3(threshold))); } void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); /* A 3x3 weights kernel whose weights are the inverse of the distance to the center of the * kernel. So the center weight is zero, the corners weights are (1 / sqrt(2)), and the rest * of the weights are 1. The total sum of weights is 4 plus quadruple the corner weight. */ float corner_weight = 1.0 / sqrt(2.0); float sum_of_weights = 4.0 + corner_weight * 4.0; mat3 weights = mat3(vec3(corner_weight, 1.0, corner_weight), vec3(1.0, 0.0, 1.0), vec3(corner_weight, 1.0, corner_weight)); vec4 center_color = texture_load(input_tx, texel); /* Go over the pixels in the 3x3 window around the center pixel and compute the total sum of * their colors multiplied by their weights. Additionally, for pixels whose colors are not close * enough to the color of the center pixel, accumulate their color as well as their weights. */ vec4 sum_of_colors = vec4(0); float accumulated_weight = 0.0; vec4 accumulated_color = vec4(0); for (int j = 0; j < 3; j++) { for (int i = 0; i < 3; i++) { float weight = weights[j][i]; vec4 color = texture_load(input_tx, texel + ivec2(i - 1, j - 1)) * weight; sum_of_colors += color; if (!is_close(center_color, color)) { accumulated_color += color; accumulated_weight += weight; } } } /* If the accumulated weight is zero, that means all pixels in the 3x3 window are similar and no * need to despeckle anything, so write the original center color and return. */ if (accumulated_weight == 0.0) { imageStore(output_img, texel, center_color); return; } /* If the ratio between the accumulated weights and the total sum of weights is not larger than * the user specified neighbor threshold, then the number of pixels in the neighborhood that are * not close enough to the center pixel is low, and no need to despeckle anything, so write the * original center color and return. */ if (accumulated_weight / sum_of_weights < neighbor_threshold) { imageStore(output_img, texel, center_color); return; } /* If the weighted average color of the neighborhood is close enough to the center pixel, then no * need to despeckle anything, so write the original center color and return. */ if (is_close(center_color, sum_of_colors / sum_of_weights)) { imageStore(output_img, texel, center_color); return; } /* We need to despeckle, so write the mean accumulated color. */ float factor = texture_load(factor_tx, texel).x; vec4 mean_color = accumulated_color / accumulated_weight; imageStore(output_img, texel, mix(center_color, mean_color, factor)); }