         var i:int, count:int = 4;
 
         if(type == HORIZONTAL) {
-            multiplier = _pixelWidth * str;
+            multiplier = pixelWidth * str;
 
             for(i = 0; i < count; i++)
                 _offsets[i] = _horizontalOffsets[i] * multiplier;
         }
         else {
-            multiplier = _pixelHeight * str;
+            multiplier = pixelHeight * str;
 
             for(i = 0; i < count; i++)
                 _offsets[i] = _verticalOffsets[i] * multiplier;

    private var _strength:Number                = Number.NaN;
    private var _firstPassStrength:Number       = DEFAULT_FIRST_PASS_STRENGTH;
    private var _strengthIncreaseRatio:Number   = DEFAULT_STRENGTH_INCREASE_PER_PASS_RATIO;
    private var _pixelWidth:Number              = Number.NaN;
    private var _pixelHeight:Number             = Number.NaN;
    private var _paramsDirty:Boolean            = true;
    private var _strengthsDirty:Boolean         = true;

    private var _strengths:Vector.<Number>      = new <Number>[];
    private var _offsets:Vector.<Number>        = new <Number>[0, 0, 0, 0];
    private var _uv:Vector.<Number>             = new <Number>[0, 1, 0, 1];

    public function get type():String { return _type; }
    public function set type(value:String):void {

    }

    override protected function _fragmentShader():void {
        var uvCenter:IRegister          = VARYING[0];
        var uvMinusTwo:IRegister        = VARYING[1];
        var uvMinusOne:IRegister        = VARYING[2];
        var uvPlusOne:IRegister         = VARYING[3];
        var uvPlusTwo:IRegister         = VARYING[4];
        var uv:IRegister                = TEMP[7];
        var weightCenter:IComponent     = CONST[0].x;
        var weightOne:IComponent        = CONST[0].y;
        var weightTwo:IComponent        = CONST[0].z;
        var minU:IComponent             = CONST[1].x;
        var maxU:IComponent             = CONST[1].y;
        var minV:IComponent             = CONST[1].z;
        var maxV:IComponent             = CONST[1].w;
        var halfPixelWidth:IComponent   = CONST[2].z;
        var halfPixelHeight:IComponent  = CONST[2].w;
        var colorCenter:IRegister       = TEMP[0];
        var colorMinusTwo:IRegister     = TEMP[1];
        var colorMinusOne:IRegister     = TEMP[2];
        var colorPlusOne:IRegister      = TEMP[3];
        var colorPlusTwo:IRegister      = TEMP[4];
        var outputColor:IRegister       = TEMP[5];
        var textureFlags:Array          = [TextureFlag.TYPE_2D, TextureFlag.MODE_CLAMP, TextureFlag.FILTER_LINEAR, TextureFlag.MIP_NO];

        sampleTexture(colorCenter, uvCenter, SAMPLER[0], textureFlags);
        multiply(outputColor, colorCenter, weightCenter);

        move(uv, uvMinusTwo);
        ShaderUtil.clamp(uv.x, minU, maxU, halfPixelWidth, TEMP[6]);
        ShaderUtil.clamp(uv.y, minV, maxV, halfPixelHeight, TEMP[6]);
        sampleTexture(colorMinusTwo, uv, SAMPLER[0], textureFlags);
        multiply(colorMinusTwo, colorMinusTwo, weightTwo);
        add(outputColor, outputColor, colorMinusTwo);

        move(uv, uvMinusOne);
        ShaderUtil.clamp(uv.x, minU, maxU, halfPixelWidth, TEMP[6]);
        ShaderUtil.clamp(uv.y, minV, maxV, halfPixelHeight, TEMP[6]);
        sampleTexture(colorMinusOne, uv, SAMPLER[0], textureFlags);
        multiply(colorMinusOne, colorMinusOne, weightOne);
        add(outputColor, outputColor, colorMinusOne);

        move(uv, uvPlusOne);
        ShaderUtil.clamp(uv.x, minU, maxU, halfPixelWidth, TEMP[6]);
        ShaderUtil.clamp(uv.y, minV, maxV, halfPixelHeight, TEMP[6]);
        sampleTexture(colorPlusOne, uv, SAMPLER[0], textureFlags);
        multiply(colorPlusOne, colorPlusOne, weightOne);
        add(outputColor, outputColor, colorPlusOne);

        move(uv, uvPlusTwo);
        ShaderUtil.clamp(uv.x, minU, maxU, halfPixelWidth, TEMP[6]);
        ShaderUtil.clamp(uv.y, minV, maxV, halfPixelHeight, TEMP[6]);
        sampleTexture(colorPlusTwo, uv, SAMPLER[0], textureFlags);
        multiply(colorPlusTwo, colorPlusTwo, weightTwo);
        add(outputColor, outputColor, colorPlusTwo);
