Realtime Compositor: Implement filter node
This patch implements the filter node for the realtime compositor. Differential Revision: https://developer.blender.org/D15661 Reviewed By: Clement Foucault
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@ -318,7 +318,9 @@ set(GLSL_SRC
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shaders/compositor/compositor_bokeh_image.glsl
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shaders/compositor/compositor_box_mask.glsl
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shaders/compositor/compositor_convert.glsl
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shaders/compositor/compositor_edge_filter.glsl
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shaders/compositor/compositor_ellipse_mask.glsl
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shaders/compositor/compositor_filter.glsl
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shaders/compositor/compositor_flip.glsl
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shaders/compositor/compositor_image_crop.glsl
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shaders/compositor/compositor_projector_lens_distortion.glsl
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@ -565,7 +567,9 @@ set(SRC_SHADER_CREATE_INFOS
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shaders/compositor/infos/compositor_bokeh_image_info.hh
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shaders/compositor/infos/compositor_box_mask_info.hh
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shaders/compositor/infos/compositor_convert_info.hh
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shaders/compositor/infos/compositor_edge_filter_info.hh
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shaders/compositor/infos/compositor_ellipse_mask_info.hh
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shaders/compositor/infos/compositor_filter_info.hh
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shaders/compositor/infos/compositor_flip_info.hh
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shaders/compositor/infos/compositor_image_crop_info.hh
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shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
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@ -0,0 +1,31 @@
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#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
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void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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/* Compute the dot product between the 3x3 window around the pixel and the edge detection kernel
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* in the X direction and Y direction. The Y direction kernel is computed by transposing the
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* given X direction kernel. */
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vec3 color_x = vec3(0);
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vec3 color_y = vec3(0);
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for (int j = 0; j < 3; j++) {
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for (int i = 0; i < 3; i++) {
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vec3 color = texture_load(input_tx, texel + ivec2(i - 1, j - 1)).rgb;
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color_x += color * kernel[j][i];
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color_y += color * kernel[i][j];
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}
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}
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/* Compute the channel-wise magnitude of the 2D vector composed from the X and Y edge detection
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* filter results. */
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vec3 magnitude = sqrt(color_x * color_x + color_y * color_y);
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/* Mix the channel-wise magnitude with the original color at the center of the kernel using the
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* input factor. */
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vec4 color = texture_load(input_tx, texel);
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magnitude = mix(color.rgb, magnitude, texture_load(factor_tx, texel).x);
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/* Store the channel-wise magnitude with the original alpha of the input. */
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imageStore(output_img, texel, vec4(magnitude, color.a));
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}
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@ -0,0 +1,20 @@
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#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
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void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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/* Compute the dot product between the 3x3 window around the pixel and the filter kernel. */
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vec4 color = vec4(0);
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for (int j = 0; j < 3; j++) {
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for (int i = 0; i < 3; i++) {
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color += texture_load(input_tx, texel + ivec2(i - 1, j - 1)) * kernel[j][i];
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}
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}
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/* Mix with the original color at the center of the kernel using the input factor. */
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color = mix(texture_load(input_tx, texel), color, texture_load(factor_tx, texel).x);
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/* Store the color making sure it is not negative. */
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imageStore(output_img, texel, max(color, 0.0));
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}
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@ -0,0 +1,12 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(compositor_edge_filter)
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.local_group_size(16, 16)
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.push_constant(Type::MAT4, "kernel")
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.sampler(0, ImageType::FLOAT_2D, "input_tx")
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.sampler(1, ImageType::FLOAT_2D, "factor_tx")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.compute_source("compositor_edge_filter.glsl")
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.do_static_compilation(true);
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@ -0,0 +1,12 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(compositor_filter)
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.local_group_size(16, 16)
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.push_constant(Type::MAT4, "kernel")
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.sampler(0, ImageType::FLOAT_2D, "input_tx")
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.sampler(1, ImageType::FLOAT_2D, "factor_tx")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.compute_source("compositor_filter.glsl")
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.do_static_compilation(true);
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@ -5,6 +5,8 @@
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* \ingroup cmpnodes
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*/
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#include "BLI_float3x3.hh"
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#include "UI_interface.h"
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#include "UI_resources.h"
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@ -36,7 +38,103 @@ class FilterOperation : public NodeOperation {
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void execute() override
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{
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get_input("Image").pass_through(get_result("Image"));
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GPUShader *shader = shader_manager().get(get_shader_name());
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GPU_shader_bind(shader);
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GPU_shader_uniform_mat3_as_mat4(shader, "kernel", get_filter_kernel().ptr());
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const Result &input_image = get_input("Image");
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input_image.bind_as_texture(shader, "input_tx");
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const Result &factor = get_input("Fac");
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factor.bind_as_texture(shader, "factor_tx");
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const Domain domain = compute_domain();
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Result &output_image = get_result("Image");
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output_image.allocate_texture(domain);
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output_image.bind_as_image(shader, "output_img");
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compute_dispatch_threads_at_least(shader, domain.size);
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input_image.unbind_as_texture();
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factor.unbind_as_texture();
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output_image.unbind_as_image();
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GPU_shader_unbind();
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}
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int get_filter_method()
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{
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return bnode().custom1;
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}
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float3x3 get_filter_kernel()
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{
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/* Initialize the kernels as arrays of rows with the top row first. Edge detection kernels
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* return the kernel in the X direction, while the kernel in the Y direction will be computed
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* inside the shader by transposing the kernel in the X direction. */
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switch (get_filter_method()) {
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case CMP_FILT_SOFT: {
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const float kernel[3][3] = {{1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f},
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{2.0f / 16.0f, 4.0f / 16.0f, 2.0f / 16.0f},
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{1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f}};
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return float3x3(kernel);
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}
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case CMP_FILT_SHARP_BOX: {
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const float kernel[3][3] = {
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{-1.0f, -1.0f, -1.0f}, {-1.0f, 9.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}};
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return float3x3(kernel);
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}
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case CMP_FILT_LAPLACE: {
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const float kernel[3][3] = {{-1.0f / 8.0f, -1.0f / 8.0f, -1.0f / 8.0f},
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{-1.0f / 8.0f, 1.0f, -1.0f / 8.0f},
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{-1.0f / 8.0f, -1.0f / 8.0f, -1.0f / 8.0f}};
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return float3x3(kernel);
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}
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case CMP_FILT_SOBEL: {
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const float kernel[3][3] = {{1.0f, 0.0f, -1.0f}, {2.0f, 0.0f, -2.0f}, {1.0f, 0.0f, -1.0f}};
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return float3x3(kernel);
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}
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case CMP_FILT_PREWITT: {
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const float kernel[3][3] = {{1.0f, 0.0f, -1.0f}, {1.0f, 0.0f, -1.0f}, {1.0f, 0.0f, -1.0f}};
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return float3x3(kernel);
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}
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case CMP_FILT_KIRSCH: {
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const float kernel[3][3] = {
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{5.0f, -3.0f, -2.0f}, {5.0f, -3.0f, -2.0f}, {5.0f, -3.0f, -2.0f}};
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return float3x3(kernel);
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}
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case CMP_FILT_SHADOW: {
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const float kernel[3][3] = {{1.0f, 2.0f, 1.0f}, {0.0f, 1.0f, 0.0f}, {-1.0f, -2.0f, -1.0f}};
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return float3x3(kernel);
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}
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case CMP_FILT_SHARP_DIAMOND: {
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const float kernel[3][3] = {
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{0.0f, -1.0f, 0.0f}, {-1.0f, 5.0f, -1.0f}, {0.0f, -1.0f, 0.0f}};
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return float3x3(kernel);
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}
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default: {
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const float kernel[3][3] = {{0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}};
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return float3x3(kernel);
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}
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}
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}
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const char *get_shader_name()
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{
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switch (get_filter_method()) {
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case CMP_FILT_LAPLACE:
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case CMP_FILT_SOBEL:
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case CMP_FILT_PREWITT:
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case CMP_FILT_KIRSCH:
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return "compositor_edge_filter";
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case CMP_FILT_SOFT:
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case CMP_FILT_SHARP_BOX:
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case CMP_FILT_SHADOW:
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case CMP_FILT_SHARP_DIAMOND:
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default:
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return "compositor_filter";
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}
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}
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};
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