CRACK RevisionFX.ReelSmart.Motion.Blur.v4.0.4-Lz0
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https://ssurll.com/2suOmr
chmod u+x crackrevisionfx.reelsmart.motion.blur.v4.0.4.sh ./crackrevisionfx.sh crack revisionfx.3-lz0 crack revisionfx.3-lz0: fluidly blur away all the edges of an image to imitate a'soft focus' effect. crack.to run, simply:
chmod u+x crackrevisionfx.reelsmart.motion.blur.v4.0.3.sh ./crackrevisionfx.sh crack revisionfx.2-lz0 crack revisionfx.2-lz0: re-architected to make it more efficient and also improve readability in case the user decides to scale the blur to a non-integer value. crack.to run, simply:
this file is recommended to use the special effects in video in crackle on android devices with a solid/working connection . although the other 2 versions of this file are just as effective with a solid connection this file may fully work on a wifi connection. i have tested with this file and it fully works on both my nexus 7 and my xoom tablet . the nexus 7 has the best and most wifi connection possible so this is highly recommended but i can see this being fully effective if you have a tablet that can still see a good connection while on a wifi connection.
this file works by grabbing footage from any video source and processing it into many smaller files. these files are placed into 8 channels based on the footage rate (1,2,3,4,5,6,7 and 8) depending on the footage. these channels are combined to create 20 new files based on the footage rate. the footage rate chosen will remove frames from any source footage. some footage rates use more frames to create a fine (smooth) image and some only use the first frame for clarity in the footage. these 20 files are exported to an sd card then the blur method is applied to remove noise and slow motion. the result is a digital awesome sound effect. d8a7b2ff72
// use your variable names instead of the following.. // sw = getwindow().getwindowmanager().getdefaultdisplay().getsize(); int sw = display.getwidth(); int sh = display.getheight(); float radius = 5; // shader doesn't support passing in values to use // getoptimizedshaderprogram(); surfaceview sv; // create and setup the surface view sv = new surfaceview(context); sv.setkeepscreenon(true); sv.setzordermediaoverlay(true); // inflate the layout setcontentview(r.layout.activity_main); // initialize your shader and shader program bitmapshader shader = new bitmapshader(bitmap.createscaledbitmap( bitmap.createscaledbitmap(bitmap.createscaledbitmap(bitmapfactory.decoderesource(getresources(), r.drawable.lorem_ipsum), 200, 200, false), 100, 100, false), 200, 200); shader.setlocalmatrix(new float[16] { 1.0f, 0.0f, 1.0f}); shaderprogram = new shaderprogram(shader); // in my case, all the lights are on their lowest values // but that might not be your case shaderprogram.getvertexshader().setuniformmatrix4fv("u_mvpmatrix", false, 0, 0, 0, 0, 1, 0, 0); shaderprogram.
defines a new projection type: the one known from the projectionmethod template. the difference is that the projectionsamples::projsamples::projsamples method is used to compute the visible samples (i.e. the samples closer than the camera to the camera), while the projectionsamples::projectionsamples::projectionsamples method computes the whole projection plane.
note: this update is the update with all changes from the fork 1.4. i included all changes since release 1.4 into this update. it contains mostly bugfixes. only the functionality shown in the video was new. because of this i also included a video that shows the new functionality.