public class PostprocessEffectBlur extends PostprocessEffect
NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS
Constructor and Description |
---|
PostprocessEffectBlur(Data2D blurHaloAndRadius)
Blur the Framebuffer.
|
Modifier and Type | Method and Description |
---|---|
static void |
enable()
Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
|
setQuality
addQueue, enableEffects, getCenterDimension, getEffectDimension, getID, getName, getRegionDimension, getString, getType, isUnity, notifyWhenFinished, remQueue
public PostprocessEffectBlur(Data2D blurHaloAndRadius)
blurHaloAndRadius
- First float: the halo.
How far beyond the object does the effect stretch to? Unit: Percentage
of the size of the original object, i.e. Halo=0 --> no halo around, this
would mean sharp edges around the object; Halo=100 --> halo of the size
of the object itself around (in case of blur, this would be - in vast
majority of cases except an object rendered very closely to the near plane-
an overkill).
Second float: the radius.
The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 =
blur of roughly 10 pixels around the whole halo.