using UnityEngine; namespace JeffGrawAssets.FlexibleUI { public interface IBlur { public UIBlurCommon Common { get; } public float Alpha { get; } public bool ActiveAtZeroAlpha { get; } public bool IsAngled => Common.IsAngled; public bool CanBatch { get; } public bool FillEntireRenderTexture { get; } public BlurSettings Settings => Common.ActiveSettings; public Matrix4x4 Matrix => Common.TransformationMatrix; public int Layer => Common.LayerRank; public int Priority => Common.priority; public float MinX(bool right = false) => Common.MinX(right); public float MaxX(bool right = false) => Common.MaxX(right); public float MinY(bool right = false) => Common.MinY(right); public float MaxY(bool right = false) => Common.MaxY(right); public bool HasVisiblePixels(bool right = false) => Common.HasVisiblePixels(right); } }