#pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl) void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); /* Find the minimum/maximum value in the circular window of the given radius around the pixel. By * circular window, we mean that pixels in the window whose distance to the center of window is * larger than the given radius are skipped and not considered. Consequently, the dilation or * erosion that take place produces round results as opposed to squarish ones. This is * essentially a morphological operator with a circular structuring element. The LIMIT value * should be FLT_MAX if OPERATOR is min and FLT_MIN if OPERATOR is max. */ float value = LIMIT; for (int y = -radius; y <= radius; y++) { for (int x = -radius; x <= radius; x++) { if (x * x + y * y <= radius * radius) { value = OPERATOR(value, texture_load(input_tx, texel + ivec2(x, y), vec4(LIMIT)).x); } } } imageStore(output_img, texel, vec4(value)); }