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	<title>Comments on: Gaussian Blur Filter Shader</title>
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	<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/</link>
	<description></description>
	<lastBuildDate>Tue, 07 Feb 2012 13:10:53 +0000</lastBuildDate>
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		<item>
		<title>By: Ceausescu n-a murit</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-50381</link>
		<dc:creator>Ceausescu n-a murit</dc:creator>
		<pubDate>Tue, 07 Feb 2012 13:10:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-50381</guid>
		<description>RTBlurH? ussless article. incomplte!</description>
		<content:encoded><![CDATA[<p>RTBlurH? ussless article. incomplte!</p>
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	<item>
		<title>By: Arely Kamps</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-43331</link>
		<dc:creator>Arely Kamps</dc:creator>
		<pubDate>Sun, 15 Jan 2012 11:58:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-43331</guid>
		<description>I am so grateful for your blog post.Much thanks again. Cool.</description>
		<content:encoded><![CDATA[<p>I am so grateful for your blog post.Much thanks again. Cool.</p>
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	<item>
		<title>By: ND2D &#8211; Blur - nulldesign // lars gerckens</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-38244</link>
		<dc:creator>ND2D &#8211; Blur - nulldesign // lars gerckens</dc:creator>
		<pubDate>Wed, 07 Dec 2011 13:53:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-38244</guid>
		<description>[...] take the result and blur it vertically. This way, you have to take only 9 + 9 = 18 samples (see Article: Gaussian Blur Shader). Implementing it this way, means we have to do a horizontal blur, write the output to a texture [...]</description>
		<content:encoded><![CDATA[<p>[...] take the result and blur it vertically. This way, you have to take only 9 + 9 = 18 samples (see Article: Gaussian Blur Shader). Implementing it this way, means we have to do a horizontal blur, write the output to a texture [...]</p>
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	<item>
		<title>By: Chris</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-37416</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Thu, 24 Nov 2011 14:41:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-37416</guid>
		<description>What happens at the borders when texture2D is trying to read pixels outside the image? For example when vTexCoord.x is 0 and you call texture2D to access pixels at vTexCoord.x - 4 * blursize? What is the texture2D return value in this case and how does it contribute to the filter kernel?</description>
		<content:encoded><![CDATA[<p>What happens at the borders when texture2D is trying to read pixels outside the image? For example when vTexCoord.x is 0 and you call texture2D to access pixels at vTexCoord.x &#8211; 4 * blursize? What is the texture2D return value in this case and how does it contribute to the filter kernel?</p>
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