void SetBlurBellCurveWidth(float blurBellCurveWidth);
float CalcGaussianWeight(float x);
void SetShaderConstants();
void SetBlurBellCurveWidth(float blurBellCurveWidth);
float CalcGaussianWeight(float x);
void SetShaderConstants();
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// for creating a subtree for all user added child actors, so that we can have them exclusive to the mRenderChildrenTask and our other actors exclusive to our other tasks
Actor mChildrenRoot;
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// for creating a subtree for all user added child actors, so that we can have them exclusive to the mRenderChildrenTask and our other actors exclusive to our other tasks
Actor mChildrenRoot;
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// for mapping offscreen renders to render target sizes
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// for mapping offscreen renders to render target sizes
RenderTask mHorizBlurTask;
RenderTask mVertBlurTask;
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// for compositing blur and children renders to offscreen target
RenderTask mHorizBlurTask;
RenderTask mVertBlurTask;
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// for compositing blur and children renders to offscreen target