sqiddster - sort of, there are lots of different ways to implement a blur but blurring horizontally and then vertically afterwards can be a lot more efficient than a badly written single effect to blur.
What ever are you implying? :P
Lemme know if this might be useful to anyone.
In the interest of full disclosure, I based the blur off of this tutorial as there is no way I'm going to make up a blur procedure from scratch.
gamerendering.com/2008/10/11/gaussian-blur-filter-shader
Here is a simple example where I am increasing the intensity every tick until it starts looking retarded then I reset to 0. Nothing fancy:
dl.dropbox.com/u/2876662/BlurEffect/index.html
It is a horizontal blur, implemented a little different than the stock one in C2. Not sure it adds much, was mostly a learning lesson for me, but I am happy to make it available if it is interesting to anyone.
Warning: it might be badly written but it runs with no problems on my end.
Edit: I should add...the animation in the example is done in Construct2, it is not a part of the shader. The shader has a "Blur Amount" parameter than can be set or altered in C2.