246 lines
7.0 KiB
Rust
246 lines
7.0 KiB
Rust
#pragma version(1)
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#include "../../../../scriptc/rs_types.rsh"
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#include "../../../../scriptc/rs_math.rsh"
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#include "ip.rsh"
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int height;
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int width;
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int radius;
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uchar4 * InPixel;
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uchar4 * OutPixel;
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uchar4 * ScratchPixel;
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float inBlack;
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float outBlack;
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float inWhite;
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float outWhite;
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float gamma;
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float saturation;
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static float inWMinInB;
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static float outWMinOutB;
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static float overInWMinInB;
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static FilterStruct filterStruct;
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#pragma rs export_var(height, width, radius, InPixel, OutPixel, ScratchPixel, inBlack, outBlack, inWhite, outWhite, gamma, saturation, InPixel, OutPixel, ScratchPixel, vBlurScript, hBlurScript)
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#pragma rs export_func(filter, filterBenchmark);
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rs_script vBlurScript;
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rs_script hBlurScript;
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// Store our coefficients here
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static float gaussian[MAX_RADIUS * 2 + 1];
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static rs_matrix3x3 colorMat;
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static void computeColorMatrix() {
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// Saturation
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// Linear weights
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//float rWeight = 0.3086f;
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//float gWeight = 0.6094f;
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//float bWeight = 0.0820f;
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// Gamma 2.2 weights (we haven't converted our image to linear space yet for perf reasons)
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float rWeight = 0.299f;
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float gWeight = 0.587f;
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float bWeight = 0.114f;
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float oneMinusS = 1.0f - saturation;
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rsMatrixSet(&colorMat, 0, 0, oneMinusS * rWeight + saturation);
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rsMatrixSet(&colorMat, 0, 1, oneMinusS * rWeight);
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rsMatrixSet(&colorMat, 0, 2, oneMinusS * rWeight);
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rsMatrixSet(&colorMat, 1, 0, oneMinusS * gWeight);
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rsMatrixSet(&colorMat, 1, 1, oneMinusS * gWeight + saturation);
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rsMatrixSet(&colorMat, 1, 2, oneMinusS * gWeight);
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rsMatrixSet(&colorMat, 2, 0, oneMinusS * bWeight);
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rsMatrixSet(&colorMat, 2, 1, oneMinusS * bWeight);
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rsMatrixSet(&colorMat, 2, 2, oneMinusS * bWeight + saturation);
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inWMinInB = inWhite - inBlack;
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outWMinOutB = outWhite - outBlack;
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overInWMinInB = 1.f / inWMinInB;
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}
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static void computeGaussianWeights() {
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// Compute gaussian weights for the blur
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// e is the euler's number
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float e = 2.718281828459045f;
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float pi = 3.1415926535897932f;
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// g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 )
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// x is of the form [-radius .. 0 .. radius]
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// and sigma varies with radius.
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// Based on some experimental radius values and sigma's
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// we approximately fit sigma = f(radius) as
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// sigma = radius * 0.4 + 0.6
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// The larger the radius gets, the more our gaussian blur
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// will resemble a box blur since with large sigma
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// the gaussian curve begins to lose its shape
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float sigma = 0.4f * (float)radius + 0.6f;
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// Now compute the coefficints
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// We will store some redundant values to save some math during
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// the blur calculations
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// precompute some values
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float coeff1 = 1.0f / (sqrt( 2.0f * pi ) * sigma);
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float coeff2 = - 1.0f / (2.0f * sigma * sigma);
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float normalizeFactor = 0.0f;
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float floatR = 0.0f;
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int r;
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for(r = -radius; r <= radius; r ++) {
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floatR = (float)r;
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gaussian[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
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normalizeFactor += gaussian[r + radius];
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}
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//Now we need to normalize the weights because all our coefficients need to add up to one
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normalizeFactor = 1.0f / normalizeFactor;
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for(r = -radius; r <= radius; r ++) {
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floatR = (float)r;
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gaussian[r + radius] *= normalizeFactor;
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}
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}
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// This needs to be inline
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static float4 levelsSaturation(float4 currentPixel) {
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float3 temp = rsMatrixMultiply(&colorMat, currentPixel.xyz);
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temp = (clamp(temp, 0.1f, 255.f) - inBlack) * overInWMinInB;
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temp = pow(temp, (float3)gamma);
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currentPixel.xyz = clamp(temp * outWMinOutB + outBlack, 0.1f, 255.f);
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return currentPixel;
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}
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static void processNoBlur() {
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int w, h, r;
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int count = 0;
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float inWMinInB = inWhite - inBlack;
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float outWMinOutB = outWhite - outBlack;
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float4 currentPixel = 0;
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for(h = 0; h < height; h ++) {
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for(w = 0; w < width; w ++) {
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uchar4 *input = InPixel + h*width + w;
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//currentPixel.xyz = convert_float3(input.xyz);
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currentPixel.x = (float)(input->x);
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currentPixel.y = (float)(input->y);
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currentPixel.z = (float)(input->z);
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currentPixel = levelsSaturation(currentPixel);
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uchar4 *output = OutPixel + h*width + w;
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//output.xyz = convert_uchar3(currentPixel.xyz);
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output->x = (uint8_t)currentPixel.x;
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output->y = (uint8_t)currentPixel.y;
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output->z = (uint8_t)currentPixel.z;
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output->w = input->w;
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}
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}
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rsSendToClient(&count, 1, 4, 0);
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}
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static void horizontalBlurLevels() {
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float4 blurredPixel = 0;
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float4 currentPixel = 0;
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// Horizontal blur
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int w, h, r;
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for(h = 0; h < height; h ++) {
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uchar4 *output = OutPixel + h*width;
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for(w = 0; w < width; w ++) {
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blurredPixel = 0;
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for(r = -radius; r <= radius; r ++) {
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// Stepping left and right away from the pixel
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int validW = w + r;
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// Clamp to zero and width max() isn't exposed for ints yet
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if(validW < 0) {
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validW = 0;
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}
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if(validW > width - 1) {
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validW = width - 1;
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}
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//int validW = rsClamp(w + r, 0, width - 1);
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uchar4 *input = InPixel + h*width + validW;
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float weight = gaussian[r + radius];
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currentPixel.x = (float)(input->x);
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currentPixel.y = (float)(input->y);
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currentPixel.z = (float)(input->z);
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//currentPixel.w = (float)(input->a);
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blurredPixel.xyz += currentPixel.xyz * weight;
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}
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blurredPixel = levelsSaturation(blurredPixel);
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output->x = (uint8_t)blurredPixel.x;
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output->y = (uint8_t)blurredPixel.y;
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output->z = (uint8_t)blurredPixel.z;
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//output->a = (uint8_t)blurredPixel.w;
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output++;
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}
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}
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}
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static void initStructs() {
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filterStruct.gaussian = gaussian;
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filterStruct.width = width;
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filterStruct.height = height;
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filterStruct.radius = radius;
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}
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void filter() {
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RS_DEBUG(height);
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RS_DEBUG(width);
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RS_DEBUG(radius);
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initStructs();
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computeColorMatrix();
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if(radius == 0) {
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processNoBlur();
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return;
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}
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computeGaussianWeights();
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horizontalBlurLevels();
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rsForEach(vBlurScript,
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rsGetAllocation(InPixel),
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rsGetAllocation(OutPixel),
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&filterStruct);
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int count = 0;
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rsSendToClient(&count, 1, 4, 0);
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}
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void filterBenchmark() {
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initStructs();
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computeGaussianWeights();
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rsForEach(hBlurScript,
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rsGetAllocation(InPixel),
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rsGetAllocation(OutPixel),
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&filterStruct);
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rsForEach(vBlurScript,
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rsGetAllocation(InPixel),
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rsGetAllocation(OutPixel),
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&filterStruct);
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int count = 0;
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rsSendToClient(&count, 1, 4, 0);
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}
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