Apply a vertical or horizontal gaussian blur going inward by using alpha as the penetrating channel.

If the pass is horizontal (true) or vertical (false).

Strength of the blur (distance of sampling).

Number of passes to generate the blur. More passes = Higher quality = Lower Perf.

Resolution of the filter.

Number of kernels to use. More kernels = Higher quality = Lower Perf.

Hierarchy

  • Filter
    • AlphaBlurFilterPass

Properties

horizontal: boolean

If the pass is horizontal (true) or vertical (false).

passes: number

The number of passes to generate the blur.

strength: number

Strength of the blur (distance of sampling).

GAUSSIAN_VALUES: Record<number, number[]> = ...

The kernels containing the gaussian constants.

Accessors

  • get blur(): number

    The strength of the blur filter in pixels.

    Returns number

  • get quality(): number

    The quality of the filter is defined by its number of passes.

    Returns number

Methods

  • Parameters

    • filterManager: any
    • input: any
    • output: any
    • clearMode: any

    Returns any

  • The fragment template generator

    Parameters

    • kernelSize: number

      The number of kernels to use.

    Returns string

    The generated fragment shader.

  • Generating the dynamic part of the blur in the fragment

    Parameters

    • kernelSize: number

      The number of kernels to use.

    Returns string

    The dynamic blur part.

  • Generating the dynamic part of the blur in the vertex

    Parameters

    • kernelSize: number

      The number of kernels to use.

    • horizontal: boolean

      If the vertex should handle horizontal or vertical pass.

    Returns string

    The dynamic blur part.

  • The vertex template generator

    Parameters

    • kernelSize: number

      The number of kernels to use.

    • horizontal: boolean

      If the vertex should handle horizontal or vertical pass.

    Returns string

    The generated vertex shader.