If the pass is horizontal (true) or vertical (false).
The number of passes to generate the blur.
Strength of the blur (distance of sampling).
Static
GAUSSIAN_The kernels containing the gaussian constants.
The strength of the blur filter in pixels.
The quality of the filter is defined by its number of passes.
Static
fragThe fragment template generator
The number of kernels to use.
The generated fragment shader.
Static
generateGenerating the dynamic part of the blur in the fragment
The number of kernels to use.
The dynamic blur part.
Static
generateGenerating the dynamic part of the blur in the vertex
The number of kernels to use.
If the vertex should handle horizontal or vertical pass.
The dynamic blur part.
Static
vertThe vertex template generator
The number of kernels to use.
If the vertex should handle horizontal or vertical pass.
The generated vertex shader.
Apply a vertical or horizontal gaussian blur going inward by using alpha as the penetrating channel.
Param: horizontal
If the pass is horizontal (true) or vertical (false).
Param: strength
Strength of the blur (distance of sampling).
Param: quality
Number of passes to generate the blur. More passes = Higher quality = Lower Perf.
Param: resolution
Resolution of the filter.
Param: kernelSize
Number of kernels to use. More kernels = Higher quality = Lower Perf.