So pretty much I tried to add a gaussian blur to something I am making and it is acting oddly. The setup is like: [All framebuffers are cleared to rgba(0,0,0,0), normal blend enabled] Draw some solid ...
I have a fairly bog-standard Gaussian blur filter (seperable) I'm using to make a glow effect in my pipeline. At the moment I'm rendering it only to 256x256 texture and then doing a very simple ...
I have implemented a SSAO and I'm using a blur step to smooth it out. The problem is that the blurred texture is slightly displaced compared to the original. I'm blurring using a 4x4 kernel since that ...
There's a few (here, and here) gaussian blur tutorials out there suggesting that you can essentially cut the number of texture lookups in a gaussian blur shader in half by exploiting the GPU's ...
I want to make a plane shape (surface) that have a gaussian blur applied to it and this plane is transperant, so all objects behind it looks like they are having a gaussian blur effect.
I want to basically make a blur shader in glsl and use it like Windows 7 does for Windows. I want to for example draw something and then blur a rectangle, then draw text over it. If someone could ...