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compositor_blur_variable_size.glsl « compositor « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

/* Given the texel in the range [-radius, radius] in both axis, load the appropriate weight from
 * the weights texture, where the given texel (0, 0) corresponds the center of weights texture.
 * Note that we load the weights texture inverted along both directions to maintain the shape of
 * the weights if it was not symmetrical. To understand why inversion makes sense, consider a 1D
 * weights texture whose right half is all ones and whose left half is all zeros. Further, consider
 * that we are blurring a single white pixel on a black background. When computing the value of a
 * pixel that is to the right of the white pixel, the white pixel will be in the left region of the
 * search window, and consequently, without inversion, a zero will be sampled from the left side of
 * the weights texture and result will be zero. However, what we expect is that pixels to the right
 * of the white pixel will be white, that is, they should sample a weight of 1 from the right side
 * of the weights texture, hence the need for inversion. */
vec4 load_weight(ivec2 texel, float radius)
{
  /* The center zero texel is always assigned a unit weight regardless of the corresponding weight
   * in the weights texture. That's to guarantee that at last the center pixel will be accumulated
   * even if the weights texture is zero at its center. */
  if (texel == ivec2(0)) {
    return vec4(1.0);
  }

  /* Add the radius to transform the texel into the range [0, radius * 2], with an additional 0.5
   * to sample at the center of the pixels, then divide by the upper bound plus one to transform
   * the texel into the normalized range [0, 1] needed to sample the weights sampler. Finally,
   * invert the textures coordinates by subtracting from 1 to maintain the shape of the weights as
   * mentioned in the function description. */
  return texture(weights_tx, 1.0 - ((texel + vec2(radius + 0.5)) / (radius * 2 + 1)));
}

void main()
{
  ivec2 texel = ivec2(gl_GlobalInvocationID.xy);

  /* The mask input is treated as a boolean. If it is zero, then no blurring happens for this
   * pixel. Otherwise, the pixel is blurred normally and the mask value is irrelevant. */
  float mask = texture_load(mask_tx, texel).x;
  if (mask == 0.0) {
    imageStore(output_img, texel, texture_load(input_tx, texel));
    return;
  }

  float center_size = texture_load(size_tx, texel).x * base_size;

  /* Go over the window of the given search radius and accumulate the colors multiplied by their
   * respective weights as well as the weights themselves, but only if both the size of the center
   * pixel and the size of the candidate pixel are less than both the x and y distances of the
   * candidate pixel. */
  vec4 accumulated_color = vec4(0.0);
  vec4 accumulated_weight = vec4(0.0);
  for (int y = -search_radius; y <= search_radius; y++) {
    for (int x = -search_radius; x <= search_radius; x++) {
      float candidate_size = texture_load(size_tx, texel + ivec2(x, y)).x * base_size;

      /* Skip accumulation if either the x or y distances of the candidate pixel are larger than
       * either the center or candidate pixel size. Note that the max and min functions here denote
       * "either" in the aforementioned description. */
      float size = min(center_size, candidate_size);
      if (max(abs(x), abs(y)) > size) {
        continue;
      }

      vec4 weight = load_weight(ivec2(x, y), size);
      accumulated_color += texture_load(input_tx, texel + ivec2(x, y)) * weight;
      accumulated_weight += weight;
    }
  }

  imageStore(output_img, texel, safe_divide(accumulated_color, accumulated_weight));
}