fixed blur issues on intel gpus
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@@ -18,10 +18,12 @@ void main(void) {
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float divider = 1.0;
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if (horiz_blur) divider /= rad;
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if (vert_blur) divider /= rad;
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vec4 color = vec4(0.0);
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for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
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for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
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color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
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}
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}
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gl_FragColor = color;
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}
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}
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@@ -17,11 +17,13 @@ void main(void) {
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float sin_angle = sin(radians);
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float cos_angle = cos(radians);
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vec4 color = vec4(0.0);
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for (float i=-ceillen+0.5;i<=ceillen;i+=2.0) {
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float y = sin_angle * i;
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float x = cos_angle * i;
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gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
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color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
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}
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gl_FragColor = color;
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} else {
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
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}
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@@ -36,11 +36,13 @@ void main(void) {
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}
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}
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vec4 color = vec4(0.0);
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for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
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for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
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float weight = (gaussian2(x, y, sigma)/sum);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
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color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
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}
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}
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gl_FragColor = color;
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}
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}
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@@ -22,11 +22,15 @@ void main(void) {
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float limit = ceil(radius * multiplier);
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float divider = 1.0 / limit;
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vec4 color = vec4(0.0);
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for (float i=-limit+0.5;i<=limit;i+=2.0) {
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float y = sin_angle * i;
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float x = cos_angle * i;
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gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
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color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
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}
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gl_FragColor = color;
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} else {
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
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}
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