Using the full screen quad texture to blur a point. Everything is fine except the final output comes a bit shifted horizontally. Logically using same thing for vertical and horizontal blurring, but do not know why this shift is there. For all texture coordinates I am using "texCoord = Input.Position*0.5 + 0.5". Final output scenario can be better understood by this image.
[attachment=13640:blurShift.jpg]
Regards.