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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>
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		<item>
		<title>By: admin</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-3133</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 10 Nov 2009 19:53:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-3133</guid>
		<description>Yes, I&#039;m using the distance, but as you say, the weights are not really gaussian weights. But they are actually close enough to look good. I will add the &quot;true&quot; gaussian weights to this example since it&#039;s more correct that way.

Thanks for the feedback! </description>
		<content:encoded><![CDATA[<p>Yes, I&#8217;m using the distance, but as you say, the weights are not really gaussian weights. But they are actually close enough to look good. I will add the &#8220;true&#8221; gaussian weights to this example since it&#8217;s more correct that way.</p>
<p>Thanks for the feedback!</p>
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	<item>
		<title>By: Justin</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-3132</link>
		<dc:creator>Justin</dc:creator>
		<pubDate>Tue, 10 Nov 2009 06:17:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-3132</guid>
		<description>I take that back.  You ARE weighting the neighbors based on their distance.  Sorry about that.  However, their weight is based on a linear decay, not a Gaussian function.</description>
		<content:encoded><![CDATA[<p>I take that back.  You ARE weighting the neighbors based on their distance.  Sorry about that.  However, their weight is based on a linear decay, not a Gaussian function.</p>
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	<item>
		<title>By: Justin</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-3131</link>
		<dc:creator>Justin</dc:creator>
		<pubDate>Tue, 10 Nov 2009 06:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-3131</guid>
		<description>Isn&#039;t this just a box filter blur?  Gaussian blurs are weighted based on their distance from the center.  In your pixel shader you just take the average of all the pixels.  This works fine in practice, but calling it a Gaussian blur is misleading.</description>
		<content:encoded><![CDATA[<p>Isn&#8217;t this just a box filter blur?  Gaussian blurs are weighted based on their distance from the center.  In your pixel shader you just take the average of all the pixels.  This works fine in practice, but calling it a Gaussian blur is misleading.</p>
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	<item>
		<title>By: admin</title>
		<link>http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/comment-page-1/#comment-3040</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 28 Oct 2009 07:39:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=295#comment-3040</guid>
		<description>Sorry for confusing you, this vertex shader might not be useful for everyone since it&#039;s goal is to align a simple quad to the view and stretch it to cover the entire screen. If you&#039;re already sending in a screen aligned quad, you can skip the vertex shader!</description>
		<content:encoded><![CDATA[<p>Sorry for confusing you, this vertex shader might not be useful for everyone since it&#8217;s goal is to align a simple quad to the view and stretch it to cover the entire screen. If you&#8217;re already sending in a screen aligned quad, you can skip the vertex shader!</p>
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