214 lines
6.2 KiB
Go
214 lines
6.2 KiB
Go
package canvas
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import (
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"image"
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"math"
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"unsafe"
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)
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func (cv *Canvas) drawShadow(tris []float32) {
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if len(tris) == 0 || cv.state.shadowColor.a == 0 {
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return
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}
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if cv.state.shadowBlur > 0 {
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cv.enableTextureRenderTarget(&offscr1)
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gli.ClearColor(0, 0, 0, 0)
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gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
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}
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ox, oy := float32(cv.state.shadowOffsetX), float32(cv.state.shadowOffsetY)
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count := len(tris)
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for i := 12; i < count; i += 2 {
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tris[i] += ox
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tris[i+1] += oy
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}
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gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf)
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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gli.ColorMask(false, false, false, false)
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gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
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gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
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gli.StencilMask(0x01)
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gli.UseProgram(sr.id)
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gli.Uniform4f(sr.color, 0, 0, 0, 0)
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gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
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gli.EnableVertexAttribArray(sr.vertex)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
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gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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gli.DisableVertexAttribArray(sr.vertex)
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gli.ColorMask(true, true, true, true)
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gli.StencilFunc(gl_EQUAL, 1, 0xFF)
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var style drawStyle
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style.color = cv.state.shadowColor
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vertex := cv.useShader(&style)
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gli.EnableVertexAttribArray(vertex)
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gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
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gli.DrawArrays(gl_TRIANGLES, 0, 6)
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gli.DisableVertexAttribArray(vertex)
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gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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gli.Clear(gl_STENCIL_BUFFER_BIT)
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gli.StencilMask(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 (cv *Canvas) drawTextShadow(offset image.Point, strWidth, strHeight int, x, y float64) {
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x += cv.state.shadowOffsetX
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y += cv.state.shadowOffsetY
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if cv.state.shadowBlur > 0 {
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cv.enableTextureRenderTarget(&offscr1)
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gli.ClearColor(0, 0, 0, 0)
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gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
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}
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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var style drawStyle
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style.color = cv.state.shadowColor
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vertex, alphaTexCoord := cv.useAlphaShader(&style, 1)
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gli.EnableVertexAttribArray(vertex)
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gli.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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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
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gli.VertexAttribPointer(alphaTexCoord, 2, gl_FLOAT, false, 0, 8*4)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(vertex)
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gli.DisableVertexAttribArray(alphaTexCoord)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.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 (cv *Canvas) drawBlurredShadow() {
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gli.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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cv.enableTextureRenderTarget(&offscr2)
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gli.ClearColor(0, 0, 0, 0)
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gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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gli.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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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, offscr1.tex)
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gli.UseProgram(gs.id)
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gli.Uniform1i(gs.image, 0)
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gli.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
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gli.Uniform2f(gs.kernelScale, 1.0/float32(cv.fw), 0.0)
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gli.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
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gli.VertexAttribPointer(gs.vertex, 2, gl_FLOAT, false, 0, 0)
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gli.VertexAttribPointer(gs.texCoord, 2, gl_FLOAT, false, 0, 8*4)
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gli.EnableVertexAttribArray(gs.vertex)
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gli.EnableVertexAttribArray(gs.texCoord)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(gs.vertex)
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gli.DisableVertexAttribArray(gs.texCoord)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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cv.disableTextureRenderTarget()
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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gli.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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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, offscr2.tex)
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gli.UseProgram(gs.id)
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gli.Uniform1i(gs.image, 0)
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gli.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
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gli.Uniform2f(gs.kernelScale, 0.0, 1.0/float32(cv.fh))
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gli.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
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gli.VertexAttribPointer(gs.vertex, 2, gl_FLOAT, false, 0, 0)
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gli.VertexAttribPointer(gs.texCoord, 2, gl_FLOAT, false, 0, 8*4)
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gli.EnableVertexAttribArray(gs.vertex)
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gli.EnableVertexAttribArray(gs.texCoord)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(gs.vertex)
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gli.DisableVertexAttribArray(gs.texCoord)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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gli.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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