Some prework for the binary, linter issue is resolved, unnecessary comments removed
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@@ -52,15 +52,11 @@ pub fn apply_shadow(
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blur: f32,
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offset_x: f32,
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offset_y: f32,
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// blur_passes: u32,
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shadow_color: [u8; 4],
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) -> RgbaImage {
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let (iw, ih) = img.dimensions();
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let br = blur.ceil() as u32;
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let bp = 1;
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// Original idea
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// let spread = br * bp;
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// Claude is hallucinating but let's try it **Worked btw**
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let spread = (br as f32 * (bp as f32).sqrt() * 2.0).ceil() as u32;
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let extra_left = spread + (-offset_x).max(0.0).ceil() as u32;
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@@ -91,11 +87,8 @@ pub fn apply_shadow(
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tint_pixmap_as_shadow(&mut shadow_pixmap, shadow_color);
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// Shadow
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let shadow_img = pixmap_to_rgba_image(shadow_pixmap);
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// Shadow blur
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let blurred = box_blur_rgba(&shadow_img, br, bp);
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// Shadow pos
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let blurred_pixmap = rgba_image_to_pixmap(&blurred);
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let mut canvas = Pixmap::new(canvas_w, canvas_h).expect("canvas pixmap");
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