shadows.go wasn't used
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package goglbackend
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/*
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func (b *GoGLBackend) FillShadow(shadow *backendbase.Shadow, pts [][2]float64) {
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if len(pts) == 0 || shadow.Color.A == 0 {
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return
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}
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ox, oy := float32(shadow.OffsetX), float32(shadow.OffsetY)
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b.ptsBuf = b.ptsBuf[:0]
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b.ptsBuf = append(b.ptsBuf,
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0, 0,
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0, float32(b.fh),
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float32(b.fw), float32(b.fh),
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float32(b.fw), 0)
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for _, pt := range pts {
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b.ptsBuf = append(b.ptsBuf, float32(pt[0])+ox, float32(pt[1])+oy)
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}
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// if sh.Blur > 0 {
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// b.offscr1.alpha = true
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// cv.enableTextureRenderTarget(&b.offscr1)
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// gl.ClearColor(0, 0, 0, 0)
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// gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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// }
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mode := uint32(gl.TRIANGLES)
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if len(pts) == 4 {
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mode = gl.TRIANGLE_FAN
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}
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gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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gl.BufferData(gl.ARRAY_BUFFER, len(b.ptsBuf)*4, unsafe.Pointer(&b.ptsBuf[0]), gl.STREAM_DRAW)
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gl.ColorMask(false, false, false, false)
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gl.StencilFunc(gl.ALWAYS, 1, 0xFF)
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gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
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gl.StencilMask(0x01)
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gl.UseProgram(b.sr.ID)
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gl.Uniform4f(b.sr.Color, 0, 0, 0, 0)
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gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh))
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gl.EnableVertexAttribArray(b.sr.Vertex)
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gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.DrawArrays(gl.TRIANGLES, 4, int32(len(pts)))
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gl.DisableVertexAttribArray(b.sr.Vertex)
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gl.ColorMask(true, true, true, true)
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gl.StencilFunc(gl.EQUAL, 1, 0xFF)
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var style backendbase.Style
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style.Color = shadow.Color
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vertex := b.useShader(&style)
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gl.EnableVertexAttribArray(vertex)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(vertex)
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gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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gl.Clear(gl.STENCIL_BUFFER_BIT)
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gl.StencilMask(0xFF)
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{
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gl.DrawArrays(mode, 4, int32(len(pts)))
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gl.DisableVertexAttribArray(b.sr.Vertex)
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gl.ColorMask(true, true, true, true)
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gl.StencilFunc(gl.EQUAL, 1, 0xFF)
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vertex := b.useShader(style)
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gl.EnableVertexAttribArray(vertex)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
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b.ptsBuf = append(b.ptsBuf[:0], 0, 0, float32(b.fw), 0, float32(b.fw), float32(b.fh), 0, float32(b.fh))
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(vertex)
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gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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gl.Clear(gl.STENCIL_BUFFER_BIT)
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gl.StencilMask(0xFF)
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}
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// if sh.Blur > 0 {
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// b.drawBlurredShadow()
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// }
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}
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*/
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/*
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func (b *GoGLBackend) drawTextShadow(sh *backendbase.Shadow, offset image.Point, strWidth, strHeight int, x, y float64) {
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x += sh.OffsetX
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y += sh.OffsetY
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if sh.Blur > 0 {
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b.offscr1.alpha = true
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cv.enableTextureRenderTarget(&b.offscr1)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
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var style drawStyle
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style.color = colorGLToGo(sh.Color)
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vertex, alphaTexCoord := b.useAlphaShader(&style, 1)
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gl.EnableVertexAttribArray(vertex)
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gl.EnableVertexAttribArray(alphaTexCoord)
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p0 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y) + y})
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p1 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y+strHeight) + y})
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p2 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y+strHeight) + y})
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p3 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y) + y})
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tw := float64(strWidth) / alphaTexSize
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th := float64(strHeight) / alphaTexSize
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data := [16]float32{float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]), float32(p3[0]), float32(p3[1]),
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0, 1, 0, float32(1 - th), float32(tw), float32(1 - th), float32(tw), 1}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
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gl.VertexAttribPointer(alphaTexCoord, 2, gl.FLOAT, false, 0, 8*4)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(vertex)
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gl.DisableVertexAttribArray(alphaTexCoord)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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if cv.state.shadowBlur > 0 {
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cv.drawBlurredShadow()
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}
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}
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func (b *GoGLBackend) drawBlurredShadow() {
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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var kernel []float32
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var kernelBuf [255]float32
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var gs *gaussianShader
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if cv.state.shadowBlur < 3 {
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gs = gauss15r
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kernel = kernelBuf[:15]
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} else if cv.state.shadowBlur < 12 {
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gs = gauss63r
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kernel = kernelBuf[:63]
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} else {
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gs = gauss127r
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kernel = kernelBuf[:127]
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}
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gaussianKernel(cv.state.shadowBlur, kernel)
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offscr2.alpha = true
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cv.enableTextureRenderTarget(&offscr2)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf)
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data := [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, offscr1.tex)
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gl.UseProgram(gs.id)
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gl.Uniform1i(gs.image, 0)
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gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
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gl.Uniform2f(gs.kernelScale, 1.0/float32(cv.fw), 0.0)
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gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0)
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gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4)
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gl.EnableVertexAttribArray(gs.vertex)
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gl.EnableVertexAttribArray(gs.texCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.vertex)
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gl.DisableVertexAttribArray(gs.texCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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cv.disableTextureRenderTarget()
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf)
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data = [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, offscr2.tex)
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gl.UseProgram(gs.id)
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gl.Uniform1i(gs.image, 0)
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gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
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gl.Uniform2f(gs.kernelScale, 0.0, 1.0/float32(cv.fh))
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gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0)
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gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4)
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gl.EnableVertexAttribArray(gs.vertex)
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gl.EnableVertexAttribArray(gs.texCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.vertex)
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gl.DisableVertexAttribArray(gs.texCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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}
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func gaussianKernel(stddev float64, target []float32) {
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stddevSqr := stddev * stddev
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center := float64(len(target) / 2)
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factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr)
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for i := range target {
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x := float64(i) - center
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target[i] = float32(factor * math.Pow(math.E, -x*x/(2*stddevSqr)))
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}
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// normalizeKernel(target)
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}
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func normalizeKernel(kernel []float32) {
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var sum float32
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for _, v := range kernel {
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sum += v
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}
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factor := 1.0 / sum
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for i := range kernel {
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kernel[i] *= factor
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}
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}
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*/
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