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wasm: Fix for loops in gaussianBlur fragment shader #6

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13 changes: 11 additions & 2 deletions src/imports/designeffects/shaders/gaussianBlur.frag
Original file line number Diff line number Diff line change
Expand Up @@ -24,11 +24,19 @@ vec4 gaussianBlur(sampler2D tex, int miplevel) {
float k = ceil(blurKernel);

// Normalize kernel weights
for (float i = -k; i <= k; ++i) {
float i = -k;
for(int ii = 0; ii < 10000; ++ii) {
if (i > k)
break;
sum += exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma);
++i;
}

for (float i = -k; i <= k; ++i) {
i = -k;
for(int ii = 0; ii < 10000; ++ii) {
if (i > k)
break;

vec2 coord = qt_TexCoord0 + (pixelSize * float(i));
float weight = exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma);

Expand All @@ -39,6 +47,7 @@ vec4 gaussianBlur(sampler2D tex, int miplevel) {
} else {
col += texture(tex, coord) * weight / sum;
}
++i;
}

return col;
Expand Down