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#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
vec4 center_determinator = texture_load(determinator_tx, texel);
/* Go over the pixels in the blur window of the specified radius around the center pixel, and for
* pixels whose determinator is close enough to the determinator of the center pixel, accumulate
* their color as well as their weights. */
float accumulated_weight = 0.0;
vec4 accumulated_color = vec4(0.0);
for (int y = -radius; y <= radius; y++) {
for (int x = -radius; x <= radius; x++) {
vec4 determinator = texture_load(determinator_tx, texel + ivec2(x, y));
float difference = dot(abs(center_determinator - determinator).rgb, vec3(1.0));
if (difference < threshold) {
accumulated_weight += 1.0;
accumulated_color += texture_load(input_tx, texel + ivec2(x, y));
}
}
}
/* Write the accumulated color divided by the accumulated weight if any pixel in the window was
* accumulated, otherwise, write a fallback black color. */
vec4 fallback = vec4(vec3(0.0), 1.0);
vec4 color = (accumulated_weight != 0.0) ? (accumulated_color / accumulated_weight) : fallback;
imageStore(output_img, texel, color);
}
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