- Mark the raw-pointer interop entry points unsafe with # Safety docs (oak-core upload/download/frame-from-pixels, oak-audio convert) and satisfy the existing callers (tests). - mut_from_ref: allow with the ABI contract documented (the handle get_mut helpers in oak-timeline/oak-render/oak-task take the shared reference the C ABI passes; exclusivity is the caller's unsafe contract). - Fix the eq_op in the white-balance normalization (green / green). - Apply cargo clippy --fix across the workspace (redundant closures and field names, field reassignment, items after test modules, ...). - Revert the replace_box fix in image_effect's clip_define: a redefinition must allocate a new box, otherwise the old clip handle stays valid and the HS-map replace contract (clip != clip2) breaks. - 283 warnings remain; they are all non-machine-applicable (chunks_exact -> as_chunks needs a manual iter_mut, too_many_arguments, complex types, missing Safety docs, ...) and are tracked as the follow-up.
407 lines
13 KiB
Rust
407 lines
13 KiB
Rust
// Oak Video Editor - Non-Linear Video Editor
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// Copyright (C) 2026 Oak Team
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//! Directional blur filter (clean-room reimplementation of the
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//! OpenFX-Misc `DirBlurOFX` / `net.sf.openfx.DirBlur` effect; `ofx-misc`
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//! used for parameter semantics only, no code copied).
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//!
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//! Upstream blurs by concatenating a per-frame transform, i.e. by
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//! resampling the image along the motion direction with an
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//! `amount`-pixel smear and a `centered`/`fading` shaping of the tap
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//! weights. The same picture is produced here by one fragment pass that
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//! averages a fixed number of taps along the direction vector, centered
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//! on the pixel (a box-shaped, non-fading smear — the `centered = true`,
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//! `fading = 0` case).
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use crate::factory::NodeMeta;
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use crate::jobs::{Job, ShaderJobPayload};
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use crate::node::{Category, NodeBehavior, NodeCore};
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/// Texture input id. Type: texture; flags: not-keyframable; this is the
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/// node's effect input.
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pub const TEXTURE_INPUT: &str = "tex_in";
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/// Blur radius input id (upstream `dirBlurAmount`, "Amount"). Type:
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/// float; default `0.0`; properties: `min = 0.0`. The half-length of
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/// the smear in sequence pixels: each tap lies within `amount_in`
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/// pixels of the pixel along the direction vector.
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pub const AMOUNT_INPUT: &str = "amount_in";
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/// Blur direction input id (upstream `dirBlurAngle`/"Angle" on top of
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/// the transform concatenation). Type: float; default `0.0`; degrees
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/// counter-clockwise from the +x axis in the un-flipped image frame (as
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/// in [`crate::nodes::blur`]'s `directional_degrees_in`, y grows down the
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/// frame, so a growing angle rotates the smear clockwise on screen).
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pub const ANGLE_INPUT: &str = "angle_in";
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/// Directional blur node. Averages 16 taps evenly spaced along the
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/// direction vector, centered on the pixel.
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pub struct DirBlurNode;
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/// Number of taps averaged per pixel. Fixed (upstream has no tap-count
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/// knob either): a power-of-two constant keeps the division exact and
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/// the shader otherwise branch-free. Only the shader-source test reads
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/// it, so it is kept (with an `allow`) to document the GLSL define.
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#[allow(dead_code)]
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const TAP_COUNT: i32 = 16;
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/// Fragment shader: one direction vector from `angle_in`, then a
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/// constant-count loop averaging the taps. The tap spacing collapses to
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/// zero when `amount_in` is zero, so a zero amount is an exact
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/// identity without a branch. Offsets are pixels (`resolution_in`,
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/// auto-filled by the renderer from the effect input's size, or from
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/// the sequence square resolution on the real render path — the amount
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/// is a sequence-pixel value, matching the blur node's radius); the
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/// sampler clamps to the border, so taps past the frame edge repeat the
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/// edge pixel. `switch` is deliberately not used (naga rejects it).
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const SHADER_FRAG: &str = r#"uniform sampler2D tex_in;
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uniform float amount_in;
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uniform float angle_in;
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uniform vec2 resolution_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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// Taps averaged per pixel (keep in sync with TAP_COUNT).
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#define TAP_COUNT 16
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// M_PI mirrors the blur node's directional-blur shader (degrees ->
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// radians without relying on built-in constants).
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#define M_PI 3.1415926535897932384626433832795
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void main() {
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float angle = (angle_in * M_PI) / 180.0;
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vec2 direction = vec2(cos(angle), sin(angle));
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// Distance between neighboring taps: TAP_COUNT taps evenly spread
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// over the 2 * amount_in pixel-long segment centered on the pixel.
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vec2 step = direction * (2.0 * amount_in) / (resolution_in * float(TAP_COUNT - 1));
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vec4 sum = vec4(0.0);
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for (int i = 0; i < TAP_COUNT; ++i) {
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// Tap offset in [-amount_in, +amount_in] pixels, centered on 0.
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float t = float(i) - float(TAP_COUNT - 1) * 0.5;
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sum += texture(tex_in, ove_texcoord + step * t);
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}
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frag_color = sum / float(TAP_COUNT);
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}
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"#;
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impl DirBlurNode {
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/// Fragment shader for any request (this node has a single variant).
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fn shader_frag() -> &'static str {
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SHADER_FRAG
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}
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}
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impl NodeBehavior for DirBlurNode {
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/// Human-readable name.
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fn name(&self) -> &str {
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"Directional Blur"
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}
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/// Stable type id.
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fn type_id(&self) -> &str {
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"org.olivevideoeditor.Olive.dirblur"
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}
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/// Categories.
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fn categories(&self) -> &[Category] {
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&[Category::Filter]
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}
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/// Description.
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fn description(&self) -> &str {
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"Blurs an image along a direction."
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}
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/// Localized input names: `tex_in` -> "Input", `amount_in` ->
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/// "Amount", `angle_in` -> "Angle".
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fn input_name<'a>(&self, id: &'a str) -> &'a str {
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match id {
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TEXTURE_INPUT => "Input",
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AMOUNT_INPUT => "Amount",
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ANGLE_INPUT => "Angle",
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_ => id,
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}
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}
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/// Evaluate outputs: no texture -> push nothing; otherwise push the
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/// directional-blur shader job.
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///
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/// A zero `amount_in` still pushes the job (the shader's tap spacing
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/// then collapses to zero and the pass is an exact identity) rather
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/// than passing the input texture through as the blur node does for
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/// a zero radius: the plan's node template reserves the pass-through
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/// for the no-texture case, and feeding the input's CPU texture
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/// downstream here would silently break nodes that expect a GPU
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/// texture. The resolved amount and angle are written into the job
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/// row so the uniforms are always present, even when the incoming
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/// row only carries the effect input.
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///
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/// `resolution_in` is filled by the runner from the effect input's
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/// size (C++ `tex->virtual_resolution()`; see the blur node's
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/// `// CPP-PARITY: blur.cpp` note).
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fn value(
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&self,
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core: &NodeCore,
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inputs: &crate::value::NodeValueRow,
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time: oak_core::Rational,
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table: &mut crate::value::NodeValueTable,
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) {
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use crate::value::{NodeValue, ValueType};
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match inputs.get(TEXTURE_INPUT) {
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Some(NodeValue::Texture(_)) => {}
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_ => return,
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}
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let amount = match inputs.get(AMOUNT_INPUT) {
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Some(v) => v.to_double(),
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None => core.value_at_time(AMOUNT_INPUT, -1, time).to_double(),
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};
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let angle = match inputs.get(ANGLE_INPUT) {
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Some(v) => v.to_double(),
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None => core.value_at_time(ANGLE_INPUT, -1, time).to_double(),
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};
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let mut params = inputs.clone();
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params.insert(AMOUNT_INPUT.to_string(), NodeValue::Float(amount));
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params.insert(ANGLE_INPUT.to_string(), NodeValue::Float(angle));
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table.push(
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ValueType::Texture,
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NodeValue::Texture(crate::handle::make_owned(Job::ShaderJob(ShaderJobPayload {
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node_id: crate::id::NodeId::INVALID,
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time,
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iterations: 1,
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type_id: self.type_id().to_string(),
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shader_id: String::new(),
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effect_input: core.effect_input.clone(),
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params,
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iterative_input: String::new(),
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}))),
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None,
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);
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}
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/// Shader code request: always the one fragment source.
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fn shader_code(&self, _request: &str) -> Option<String> {
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Some(Self::shader_frag().to_string())
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}
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/// Deep copy.
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fn duplicate(&self, _core: &NodeCore) -> Option<Box<dyn NodeBehavior>> {
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Some(Box::new(DirBlurNode))
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}
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}
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/// Constructor: adds `tex_in`, `amount_in` and `angle_in` with the
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/// defaults and properties documented on the constants, sets the
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/// video-effect flag and the effect input.
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pub fn create() -> (NodeCore, Box<dyn NodeBehavior>) {
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let mut core = NodeCore::new();
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let mut tex = crate::input::Input::new(
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TEXTURE_INPUT,
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crate::value::ValueType::Texture,
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crate::value::NodeValue::None,
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);
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tex.flags |= crate::input::flags::NOT_KEYFRAMABLE;
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core.add_input(tex);
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let mut amount = crate::input::Input::new(
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AMOUNT_INPUT,
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crate::value::ValueType::Float,
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crate::value::NodeValue::Float(0.0),
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);
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amount.properties = vec![("min".to_string(), crate::value::NodeValue::Float(0.0))];
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core.add_input(amount);
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core.add_input(crate::input::Input::new(
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ANGLE_INPUT,
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crate::value::ValueType::Float,
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crate::value::NodeValue::Float(0.0),
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));
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core.flags |= crate::node::flags::VIDEO_EFFECT;
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core.effect_input = TEXTURE_INPUT.to_string();
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(core, Box::new(DirBlurNode))
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}
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/// Register this node type.
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pub fn register(meta: &mut Vec<NodeMeta>) {
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meta.push(NodeMeta {
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type_id: "org.olivevideoeditor.Olive.dirblur",
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name: "Directional Blur",
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categories: &[Category::Filter],
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create,
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});
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::value::{NodeValue, NodeValueTable, ValueType};
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use oak_core::Rational;
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fn tex() -> NodeValue {
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NodeValue::Texture(crate::handle::CHandle::null())
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}
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fn run(core: &NodeCore, inputs: &crate::value::NodeValueRow) -> ShaderJobPayload {
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let behavior = DirBlurNode;
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let mut table = NodeValueTable::default();
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behavior.value(core, inputs, Rational::new(0, 1), &mut table);
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let Some(NodeValue::Texture(h)) = table.get(ValueType::Texture) else {
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panic!("shader job expected");
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};
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unsafe { crate::jobs::shader_job(h) }
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.expect("shader job payload boxed")
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.clone()
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}
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#[test]
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fn input_names() {
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let n = DirBlurNode;
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assert_eq!(n.input_name(TEXTURE_INPUT), "Input");
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assert_eq!(n.input_name(AMOUNT_INPUT), "Amount");
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assert_eq!(n.input_name(ANGLE_INPUT), "Angle");
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assert_eq!(n.input_name("other"), "other");
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}
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#[test]
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fn create_wires_inputs_and_flags() {
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let (core, behavior) = create();
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assert_eq!(behavior.type_id(), "org.olivevideoeditor.Olive.dirblur");
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assert_eq!(behavior.name(), "Directional Blur");
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assert_eq!(behavior.categories(), &[Category::Filter]);
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assert_eq!(core.effect_input, TEXTURE_INPUT);
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assert_ne!(core.flags & crate::node::flags::VIDEO_EFFECT, 0);
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let amount = core.get_input(AMOUNT_INPUT).expect("amount input");
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assert_eq!(amount.default, NodeValue::Float(0.0));
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assert!(amount
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.properties
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.iter()
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.any(|(k, v)| k == "min" && *v == NodeValue::Float(0.0)));
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let angle = core.get_input(ANGLE_INPUT).expect("angle input");
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assert_eq!(angle.default, NodeValue::Float(0.0));
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}
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#[test]
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fn value_no_texture_pushes_nothing() {
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let (core, behavior) = create();
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let mut table = NodeValueTable::default();
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behavior.value(
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&core,
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&crate::value::NodeValueRow::default(),
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Rational::new(0, 1),
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&mut table,
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);
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assert!(table.is_empty());
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}
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#[test]
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fn value_zero_amount_still_pushes_job_with_defaults() {
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let (core, _) = create();
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let inputs = crate::value::NodeValueRow::from([(TEXTURE_INPUT.to_string(), tex())]);
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let payload = run(&core, &inputs);
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assert_eq!(payload.type_id, "org.olivevideoeditor.Olive.dirblur");
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assert_eq!(payload.shader_id, "");
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assert_eq!(payload.effect_input, TEXTURE_INPUT);
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assert_eq!(payload.iterations, 1);
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assert_eq!(payload.iterative_input, "");
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assert_eq!(
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payload.params.get(AMOUNT_INPUT),
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Some(&NodeValue::Float(0.0)),
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"the blur amount rides in the job params"
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);
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assert_eq!(
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payload.params.get(ANGLE_INPUT),
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Some(&NodeValue::Float(0.0))
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);
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}
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#[test]
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fn value_takes_params_from_row() {
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let (core, _) = create();
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let inputs = crate::value::NodeValueRow::from([
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(TEXTURE_INPUT.to_string(), tex()),
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(AMOUNT_INPUT.to_string(), NodeValue::Float(12.0)),
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(ANGLE_INPUT.to_string(), NodeValue::Float(90.0)),
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]);
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let payload = run(&core, &inputs);
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assert_eq!(
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payload.params.get(AMOUNT_INPUT),
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Some(&NodeValue::Float(12.0))
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);
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assert_eq!(
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payload.params.get(ANGLE_INPUT),
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Some(&NodeValue::Float(90.0))
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);
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}
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#[test]
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fn value_takes_params_from_core() {
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let (mut core, _) = create();
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core.set_standard_value(AMOUNT_INPUT, -1, NodeValue::Float(4.0));
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core.set_standard_value(ANGLE_INPUT, -1, NodeValue::Float(-45.0));
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let inputs = crate::value::NodeValueRow::from([(TEXTURE_INPUT.to_string(), tex())]);
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let payload = run(&core, &inputs);
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assert_eq!(
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payload.params.get(AMOUNT_INPUT),
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Some(&NodeValue::Float(4.0))
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);
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assert_eq!(
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payload.params.get(ANGLE_INPUT),
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Some(&NodeValue::Float(-45.0))
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);
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}
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#[test]
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fn shader_code_is_centered_tap_average_without_switch() {
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let n = DirBlurNode;
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let glsl = n.shader_code("").unwrap();
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assert!(glsl.contains("uniform float amount_in;"));
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assert!(glsl.contains("uniform float angle_in;"));
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assert!(glsl.contains("uniform vec2 resolution_in;"));
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assert!(glsl.contains("#define TAP_COUNT 16"));
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assert!(glsl.contains("float(TAP_COUNT - 1) * 0.5"));
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assert!(glsl.contains("frag_color = sum / float(TAP_COUNT);"));
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assert!(!glsl.contains("switch"));
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}
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#[test]
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fn tap_count_matches_shader() {
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let glsl = DirBlurNode::shader_frag();
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assert!(
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glsl.contains(&format!("#define TAP_COUNT {TAP_COUNT}")),
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"the shader and the Rust-side tap count must agree"
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);
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}
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#[test]
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fn duplicate_clones_behavior() {
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let (core, behavior) = create();
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let dup = behavior.duplicate(&core).unwrap();
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assert_eq!(dup.name(), "Directional Blur");
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}
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}
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