if (gaussian_radius < 1e-3) {
val = (x == 0 && y == 0) ? 1.0f : 0.0f;
} else {
- float z = hypot(x, y) / gaussian_radius;
- val = exp(-z * z);
+ val = exp(-(x*x + y*y) / (2.0 * gaussian_radius * gaussian_radius));
}
gaussian_h(y + 2 * R, x + 2 * R) = val;
}
// (G+H) x0 + I x2 = y2
//
// This both increases accuracy and provides us with a very nice speed
- // boost. We could have gone even further and went for 8-way symmetry
- // like the shader does, but this is good enough right now.
+ // boost.
MatrixXf M(MatrixXf::Zero((R + 1) * (R + 1), (R + 1) * (R + 1)));
MatrixXf r_uv_flattened(MatrixXf::Zero((R + 1) * (R + 1), 1));
for (int outer_i = 0; outer_i < 2 * R + 1; ++outer_i) {
update_deconvolution_kernel();
}
// Now encode it as uniforms, and pass it on to the shader.
- // (Actually the shader only uses about half of the elements.)
float samples[4 * (R + 1) * (R + 1)];
for (int y = 0; y <= R; ++y) {
for (int x = 0; x <= R; ++x) {
}
}
- set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, R * R);
+ set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, (R + 1) * (R + 1));
}