#include <math.h>
#include <assert.h>
+#include <GL/glew.h>
#include "blur_effect.h"
#include "effect_chain.h"
#include "util.h"
-#include "opengl.h"
// Must match blur_effect.frag.
#define NUM_TAPS 16
{
// The first blur pass will forward resolution information to us.
hpass = new SingleBlurPassEffect(this);
- hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL);
+ CHECK(hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL));
vpass = new SingleBlurPassEffect(NULL);
- vpass->set_int("direction", SingleBlurPassEffect::VERTICAL);
+ CHECK(vpass->set_int("direction", SingleBlurPassEffect::VERTICAL));
update_radius();
}
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, NULL);
+
float x = 0.0f, y = 0.0f;
if (direction == HORIZONTAL) {