Blur
int blur_samples = int(samples * 0.5f);
float3 col = 0.0f; float2 sample_coords = 0.0f; for (int i = -blur_samples; i < blur_samples; i ++) { sample_coords.x = i * (size / blur_samples * 2); col += Texture2DSample(tex_in, tex_inSampler, coords + sample_coords ) / (blur_samples * 2); } return col;
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