improved effects
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@@ -1,12 +1,21 @@
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#include "gaussianblureffect.h"
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GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_GAUSSIANBLUR_EFFECT) {
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GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_GAUSSIANBLUR_EFFECT), frag(QOpenGLShader::Fragment), vert(QOpenGLShader::Vertex) {
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enable_opengl = true;
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vert.compileSourceCode("varying vec2 vTexCoord;\nvoid main() {\n\tvTexCoord = gl_MultiTexCoord0.xy;\n\tgl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n}");
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frag.compileSourceCode("uniform mediump float amount_val;\nuniform sampler2D myTexture;\nvarying vec2 vTexCoord;\nvoid main(void) {\n\tvec4 textureColor = texture2D(myTexture, vTexCoord);\n\tgl_FragColor = vec4(textureColor.r+((1.0-textureColor.r-textureColor.r)*amount_val), textureColor.g+((1.0-textureColor.g-textureColor.g)*amount_val), textureColor.b+((1.0-textureColor.b-textureColor.b)*amount_val), textureColor.a);\n}");
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program.addShader(&frag);
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program.addShader(&vert);
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program.link();
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}
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void GaussianBlurEffect::process_gl(double timecode, QOpenGLShaderProgram &shaders, GLTextureCoords &coords) {
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shaders.addShaderFromSourceCode(QOpenGLShader::Vertex, "attribute vec2 position;\nvoid main() {\ngl_Position = vec4(position, 1, 1);\n}");
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shaders.addShaderFromSourceCode(QOpenGLShader::Fragment, "uniform vec3 iResolution;\nuniform sampler2D iChannel0;\nuniform bool flip;\nuniform vec2 direction;\nvoid main() {\nvec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);\nif (flip) uv.y = 1.0 - uv.y;\nvec4 color = vec4(0.0);\nvec2 off1 = vec2(1.3846153846) * direction;\nvec2 off2 = vec2(3.2307692308) * direction;\ncolor += texture2D(image, uv) * 0.2270270270;\ncolor += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;\ncolor += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;\ncolor += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;\ncolor += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;\ngl_FragColor = color;}");
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void GaussianBlurEffect::process_gl(double timecode, GLTextureCoords &coords) {
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program.bind();
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}
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void GaussianBlurEffect::clean_gl() {
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program.release();
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}
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