// The first blur pass will forward resolution information to us.
hpass = new SingleBlurPassEffect(this);
CHECK(hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL));
- vpass = new SingleBlurPassEffect(NULL);
+ vpass = new SingleBlurPassEffect(nullptr);
CHECK(vpass->set_int("direction", SingleBlurPassEffect::VERTICAL));
update_radius();
direction(HORIZONTAL),
width(1280),
height(720),
- uniform_samples(NULL)
+ uniform_samples(nullptr)
{
register_float("radius", &radius);
register_int("direction", (int *)&direction);
float w2 = weight[base_pos + 1];
float pos1 = base_pos / (float)size;
- float pos2 = (base_pos + 1) / (float)size;
float pos, total_weight;
- combine_two_samples(w1, w2, pos1, pos2, num_subtexels, inv_num_subtexels, &pos, &total_weight, NULL);
+ combine_two_samples(w1, w2, pos1, 1.0 / (float)size, size, num_subtexels, inv_num_subtexels, &pos, &total_weight, nullptr);
uniform_samples[2 * i + 0] = pos;
uniform_samples[2 * i + 1] = total_weight;