blur might be a bit tricky to do in a single pass, check the Blur tfx
and that zebra filter seems like simple color=0.5+0.5sin(lightnessFrequency); (or color.r instead of lightness or smth)
where is this from?
check down page “zebrafy”
@unc: I was thinking to get it with Levels TFX, but it doesnt make this funny Luma looping. unfortunately i am lost in HLSL and cant compile new code
thanks man, that’s it.