In a case like this:
// in Draw GUI
surface_set_target ( blur_surface ) ;
shader_set ( shd_blur ) ;
draw_surface_stretched ( application_surface , 0 , 0 , blur_surface_width , blur_surface_height ) ;
// where blur surface is smaller
does the shader apply to the app_surface before or after it's stretched? Would drawing the app_surface on another small surface with a passthrough shader first be faster(and necessary)?
// in Draw GUI
surface_set_target ( blur_surface ) ;
shader_set ( shd_blur ) ;
draw_surface_stretched ( application_surface , 0 , 0 , blur_surface_width , blur_surface_height ) ;
// where blur surface is smaller
does the shader apply to the app_surface before or after it's stretched? Would drawing the app_surface on another small surface with a passthrough shader first be faster(and necessary)?