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#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));
}
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