                              vertexIndex: 0,
                              fragmentBuffers: parameters,
                              sourceTextures: [_intermediateTextures[0]],
-                             descriptor: _blurDescriptor,
+                             descriptor: blurDescriptor,
                              viewport: nil)
-            blurTex = _blurTexture
+            blurTex = blurTexture
+            
         }
         
         

            var info:MTLRenderPipelineReflection? = nil
            
            do {
                let pipelineState = try _device!.newRenderPipelineStateWithDescriptor(pipelineStateDescriptor, options: MTLPipelineOption.BufferTypeInfo, reflection: &info)
                return (pipelineState, info)
            } catch let pipelineError as NSError {
                print("Failed to create pipeline state for shaders \(vertexShader):\(fragmentShader) error \(pipelineError)")

        layout.stepFunction = MTLVertexStepFunction.PerVertex
        
        
        let vertexDesc = MTLVertexDescriptor()
        
        vertexDesc.layouts[0] = layout
        vertexDesc.attributes[0] = vert
        vertexDesc.attributes[1] = tex
        
        _vertexDesc = vertexDesc
        
        
        // create filter parameter buffer
