void DeconvolutionSharpenEffect::update_deconvolution_kernel()
{
- printf("circular blur radius: %5.3f\n", circle_radius);
- printf("gaussian blur radius: %5.3f\n", gaussian_radius);
- printf("correlation: %5.3f\n", correlation);
- printf("noise factor: %5.3f\n", noise);
- printf("\n");
-
// Figure out the impulse response for the circular part of the blur.
MatrixXf circ_h(2 * R + 1, 2 * R + 1);
for (int y = -R; y <= R; ++y) {
// (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));
}