Depends how much blurring you want. The refraction shader has a blur
built into it. You can do what you're asking using that (by making a
new material with no refraction). The alpha of the texture defines how
blurry it should be I think.

The blur using this method isn't really really blurry though.. so you
have 2 options. Either do the effect multiple times (which would have
performance issues) or make a new blur shader.

garry

On 7/16/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
Greetings,


I should first note that I havent dwelved into Shader creation *yet*, most
because of the Perl involvment.

Basically what I am attempting to do is add a blur around the edges of the
viewport.

In theory, as far as I know I have the following options:
- Pixel Shader
- VGUI Overlay

I don't know if I have any other options, if I do please inform me, but for
all I know there could be a similar shader in the engine that I can just
use.

Basically, what do you think is the best method to me achieveing this? By
'best' I mean, the method that takes the least work and still looks
professional.

Please keep in consideration that I don't really have the time on my hands
right now to start dwelving into shaders, as much as I would like to.


Thank You.

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