fixed blurs causing black frames and added backend for stabilizer

This commit is contained in:
itsmattkc
2018-12-08 16:37:34 +11:00
parent 0e2632e578
commit f21742c2f3
6 changed files with 26 additions and 45 deletions
+1 -1
View File
@@ -8,7 +8,7 @@ uniform bool horiz_blur;
uniform bool vert_blur;
void main(void) {
float rad = floor(radius);
float rad = ceil(radius);
float x_rad = (horiz_blur) ? rad : 0.5;
float y_rad = (vert_blur) ? rad : 0.5;
vec2 texCoord = gl_FragCoord.xy/resolution;
+3 -2
View File
@@ -11,12 +11,13 @@ uniform vec2 resolution;
void main(void) {
if (length > 0.0) {
float ceillen = ceil(length);
float radians = (angle*M_PI)/180.0;
float divider = 1.0 / length;
float divider = 1.0 / ceillen;
float sin_angle = sin(radians);
float cos_angle = cos(radians);
for (float i=-length+0.5;i<=length;i+=2.0) {
for (float i=-ceillen+0.5;i<=ceillen;i+=2.0) {
float y = sin_angle * i;
float x = cos_angle * i;
gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
+1 -1
View File
@@ -24,7 +24,7 @@ void main(void) {
if (radius == 0.0 || sigma == 0.0 || (!horiz_blur && !vert_blur)) {
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
} else {
float rad = floor(radius);
float rad = ceil(radius);
float x_rad = horiz_blur ? rad : 0.5;
float y_rad = vert_blur ? rad : 0.5;