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Blur shader
This PR implements a wgpu blur shader. It does not handle the integration with the editor just implementing the filter in Rust.
You must uncomment the BlurLayer::render call to preview it.
An example of it bluring part of a frame (notice the PR title):
blur_radiusisn't being used- Can it be done in one render pass?
- random noise to avoid un-blurring?
What is the purpose of blurring part of the frame, and how can you do it?