Merge pull request #1138 from olive-editor/BrimsonBhin-patch-1
Gaussian Blur: Use straight multiply
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@@ -29,7 +29,7 @@ out vec4 fragColor;
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// Double gaussian formula, actually used in the code below
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// Should be faster than the single gaussian above since it doesn't need sqrt()
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float gaussian2(float x, float y, float sigma) {
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return (1.0/(pow(sigma, 2.0)*2.0*M_PI))*exp(-0.5*((pow(x, 2.0) + pow(y, 2.0))/pow(sigma, 2.0)));
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return (1.0/((sigma*sigma)*2.0*M_PI))*exp(-0.5*(((x*x) + (y*y))/(sigma*sigma)));
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}
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void main(void) {
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