Foundry Virtual Tabletop - API Documentation - Version 14
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    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
    Index

    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.