Thats totally not rendering correct for me, nor is it the best way of handling 
it. You can do it in a single custom core image filter. Im not able to hand out 
code, but read up on separable convolution kernels, and get it working for a 
constant amount for the entire image, and then modulate that amount by the 
intensity (a dot product) of a second sampler. Also you will need to pay 
attention to destination coordinates in core image, ie, ROI and DOD since you 
are handling multiple input images and samplerCoord may not be correct 
depending on your GPU, and size of input image.

On Aug 12, 2010, at 2:11 PM, Miroslaw Rusin wrote:

> 
> <compound.qtz>
> 
> <Screen shot 2010-08-12 at 20.09.49.png>
> 
>> 
>> There are often times where I want to blur an image based on a mask and 
>> simply using the mask to blend a blurred and a clean version of the image is 
>> not enough - I want to blur the image more or less, based on the intensity 
>> of the mask. Performance always matters, but quality is more important... HD 
>> in realtime is probably not doable, I'm thinking... so processing and 
>> rendering will be acceptable levels of performance...
>> 
>> Patrick
>> 
>> P.S. - I did mean Quartz Composer
>> 
>> On Aug 12, 2010, at 12:57 AM, Achim Breidenbach wrote:
>> 
>>> Hi Patrick,
>>> 
>>> I guess you can implement such filter with a shader, but it depends on what 
>>> you are going to achieve.
>>> 
>>> Do you have sample images?
>>> Does performance matter to you, e.g. filter a HD movie in real time?
>>> 
>>> best,
>>> 
>>> Achim Breidenbach
>>> Boinx Software
>>> 
>>> On 12.08.2010, at 05:50, Patrick Sheffield wrote:
>>> 
>>>> 
>>>> Anyone know of a Quartz implementable Compound Blur algorithm?
>>>> 
>>>> TIA,
>>>> 
>>>> Patrick Sheffield
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