public PostEffectGaussianBlur() { var g = Engine.Graphics; var baseShader = SwigObject.GetGaussianBlurShader((swig.GraphicsDeviceType)g.GraphicsDeviceType); var codeX = "#define BLUR_X 1\n" + baseShader; var codeY = "#define BLUR_Y 1\n" + baseShader; var shaderX = g.CreateShader2D(codeX); material2dX = g.CreateMaterial2D(shaderX); var shaderY = g.CreateShader2D(codeY); material2dY = g.CreateMaterial2D(shaderY); }