Global ark_blur_image%, ark_blur_texture%, ark_sw%, ark_sh% Function CreateBlurImage() ;Create blur Camera Local cam% = CreateCamera() CameraClsMode cam, 0, 0 CameraRange cam, 0.1, 1.5 MoveEntity cam, 0, 0, 10000 ark_sw = GraphicsWidth() ark_sh = GraphicsHeight() ;Create sprite Local spr% = CreateMesh(cam) Local sf% = CreateSurface(spr) AddVertex sf, -1, 1, 0, 0, 0 AddVertex sf, 1, 1, 0, 1, 0 AddVertex sf, -1, -1, 0, 0, 1 AddVertex sf, 1, -1, 0, 1, 1 AddTriangle sf, 0, 1, 2 AddTriangle sf, 3, 2, 1 EntityFX spr, 17 ScaleEntity spr, 2048.0 / Float(ark_sw), 2048.0 / Float(ark_sw), 1 PositionEntity spr, 0, 0, 1.0001 EntityOrder spr, -100000 EntityBlend spr, 1 ark_blur_image = spr ;Create blur texture ark_blur_texture = CreateTexture(2048, 2048, 256) EntityTexture spr, ark_blur_texture End Function Function UpdateBlur(power#) EntityAlpha ark_blur_image, power# ;CopyRect ark_sw / 2 - 1024, ark_sh / 2 - 1024, 2048, 2048, 0, 0, BackBuffer(), TextureBuffer(ark_blur_texture) CopyRect 0, 0, GraphicWidth, GraphicHeight, 1024.0 - GraphicWidth/2, 1024.0 - GraphicHeight/2, BackBuffer(), TextureBuffer(ark_blur_texture) End Function ;~IDEal Editor Parameters: ;~C#Blitz3D