         if(_strengthsDirty)
             updateStrengths();
 
-        if(_paramsDirty)
-            updateParameters();
+        if(_offsetsDirty)
+            updateOffsets();
 
         context.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 0, _weights);
         context.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 1, _offsets);


    protected static const TEXTURE_FLAGS:Array = [TextureFlag.TYPE_2D, TextureFlag.MODE_CLAMP, TextureFlag.FILTER_LINEAR, TextureFlag.MIP_NO];

    private static var _verticalOffsets:Vector.<Number>     = new <Number>[0.0, 1.3846153846, 0.0, 3.2307692308];
    private static var _horizontalOffsets:Vector.<Number>   = new <Number>[1.3846153846, 0.0, 3.2307692308, 0.0];
    private static var _weights:Vector.<Number>             = new <Number>[0.2270270270, 0.3162162162, 0.0702702703, 0];

    private var _type:String                    = HORIZONTAL;
    private var _pass:int                       = 0;
    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 _paramsDirty:Boolean            = true;
    private var _strengthsDirty:Boolean         = true;

    protected 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];
    private var _pixelSize:Vector.<Number>      = new <Number>[Number.NaN, Number.NaN, Number.NaN, Number.NaN];

    // shader constants
    protected var uvCenter:IRegister            = VARYING[0];


        //trace("str: " + str);
    }
}
}
