Optimized separable gaussian blurs for GLSL. This is adapted from Efficient Gaussian Blur with Linear Sampling. The module provides three levels of "taps" (the number of pixels averaged for the blur) ...
⚠️ As of mid-2016, the project is unlikely to have any significant developments. At Unity we are moving to a different shader compilation pipeline, with glsl-optimizer is not used. So from my side ...
Tired of the limitations of traditional coding methods? Craving the power to manipulate millions of pixels simultaneously, crafting stunning visual effects with breathtaking speed? Welcome to the ...
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