Merge pull request #1138 from olive-editor/BrimsonBhin-patch-1

Gaussian Blur: Use straight multiply
This commit is contained in:
itsmattkc
2020-04-29 04:52:22 +10:00
committed by GitHub
+1 -1
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@@ -29,7 +29,7 @@ out vec4 fragColor;
// Double gaussian formula, actually used in the code below
// Should be faster than the single gaussian above since it doesn't need sqrt()
float gaussian2(float x, float y, float sigma) {
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)));
return (1.0/((sigma*sigma)*2.0*M_PI))*exp(-0.5*(((x*x) + (y*y))/(sigma*sigma)));
}
void main(void) {