X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.cpp;h=90d1b68653b9af51c009c1fae48a7e007998da8d;hp=b48dc956e59dade84e49ac507de998dc4241f45d;hb=b09a4cb8dec09bcd1e42026d5b229b57e620e47c;hpb=322c03693ae23e5a5843dee9dcb74dfb3b7d43d8 diff --git a/blur_effect.cpp b/blur_effect.cpp index b48dc95..90d1b68 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -114,12 +114,16 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri } else { float sum = 0.0f; for (unsigned i = 0; i < NUM_TAPS + 1; ++i) { - float z = i / radius; - // Gaussian blur is a common, but maybe not the prettiest choice; // it can feel a bit too blurry in the fine detail and too little // long-tail. This is a simple logistic distribution, which has // a narrower peak but longer tails. + // + // We interpret the radius as sigma, similar to Gaussian blur. + // Wikipedia says that sigma² = pi² s² / 3, which yields: + const float s = (sqrt(3.0) / M_PI) * radius; + float z = i / (2.0 * s); + weight[i] = 1.0f / (cosh(z) * cosh(z)); if (i == 0) { @@ -158,13 +162,8 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri float w2 = weight[base_pos + 1]; float offset, total_weight; - if (w1 + w2 < 1e-6) { - offset = 0.5f; - total_weight = 0.0f; - } else { - offset = w2 / (w1 + w2); - total_weight = w1 + w2; - } + combine_two_samples(w1, w2, &offset, &total_weight); + float x = 0.0f, y = 0.0f; if (direction == HORIZONTAL) {