Thank you green gandalf

I think I sort of understand now whats going on with the blur shader/post-processing, after much studying of the code you posted. Ive been trying to optimise it, by only using one camera, and managed to simplify it abit.
Instead of using the second camera to run a shader on and update an image, then using a plane to show the image, i used camera 0 to run the effect and update the image, and pasted the image on the screen. I got a similar frame rate, however. I really dont like how low the fps is (about 70, as opposed to a regular 300 with basic 3d programs). I tried using texture screen instead of paste image, but i couldnt figure out how to get the text to render on top
Heres the different version of the dbp blur program you posted
sync on: sync
set display mode desktop width(), desktop height(), 32
reload display pointer
autocam off
position camera 0, 0, -600
point camera 0, 0, 0
` make some objects in the scene
for i = 2 to 10
make object sphere i, rnd(50) + 20
position object i, rnd(400) - 200, rnd(300) - 150, rnd(200)
color object i, rgb(rnd(255), rnd(255), rnd(255))
next i
load camera effect "BlurGG v2.fx", 1, 0
set camera effect 0, 1, 1
null = make vector4(1)
set vector4 1, 1.0/screen width(), 1.0/screen height(), 0, 0
set camera effect constant vector 1, "InvViewSize", 1 ` NB - used by both shaders
` initialise amount of blur
global blurAmount#
blurAmount# = 3.0
repeat
sync camera 0
paste image 1, 0,1
`texture screen here will overwrite text
text 20, 20, "FPS = " + str$(screen fps())
text 20, 50, "Press b/n to increase/decrease amount of blur: " + str$(blurAmount#, 4)
text 20, 80, "Press <space> to exit"
controlBlur()
set camera effect constant float 1, "BlurAmount", blurAmount#
until spacekey()
Thanks, and apologies for the late reply
Aralox
EDIT: Quick question, how do you do colors for the code-blocked words here on the forum?
http://www.freewebs.com/aralox/