The kernels containing the gaussian constants.
The quality of the filter is defined by its number of passes.
The quality of the filter is defined by its number of passes.
The strength of the blur filter in pixels.
The strength of the blur filter in pixels.
The fragment template generator
The number of kernels to use.
The generated fragment shader.
The vertex template generator
The number of kernels to use.
If the vertex should handle horizontal or vertical pass.
The generated vertex shader.
Generating the dynamic part of the blur in the fragment
The number of kernels to use.
The dynamic blur part.
Generating 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.
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.