mathematically calculate gaussian blur radius
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@@ -4,7 +4,7 @@
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uniform sampler2D image;
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uniform float radius;
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//uniform float radius;
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uniform float sigma;
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uniform vec2 resolution;
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uniform bool horiz_blur;
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@@ -22,7 +22,7 @@ float gaussian2(float x, float y, float sigma) {
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}
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void main(void) {
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float rad = ceil(radius);
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float rad = ceil(3.0 * sigma);
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float sum = 0.0;
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@@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Gaussian Blur" category="Blur">
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<row name="Radius">
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<!-- <row name="Radius">
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<field type="double" min="0" default="10" id="radius"/>
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</row>
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</row> -->
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<row name="Sigma">
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<field type="double" min="0" default="5.5" id="sigma"/>
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</row>
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