new backend: glx: fix off-by-1 in blur shader generation
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -187,9 +187,9 @@ WIDTH,HEIGHT,ELE1,ELE2,ELE3,ELE4,ELE5...
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In other words, the matrix is formatted as a list of comma separated numbers. The first two numbers must be integers, which specify the width and height of the matrix. They must be odd numbers. Then, the following 'width * height - 1' numbers specifies the numbers in the matrix, row by row, excluding the center element.
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The elements are finite floating point numbers. The decimal pointer has to be '.' (a period), and scientific notation is not supported.
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The elements are finite floating point numbers. The decimal pointer has to be '.' (a period), scientific notation is not supported.
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The element in the center will either be 1.0 or changing based on opacity, depending on whether you have `--blur-background-fixed`. Yet the automatic adjustment of blur factor may not work well with a custom blur kernel.
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The element in the center will either be 1.0 or varying based on opacity, depending on whether you have `--blur-background-fixed`. Yet the automatic adjustment of blur factor may not work well with a custom blur kernel.
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A 7x7 Gaussian blur kernel (sigma = 0.84089642) looks like:
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