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Blurring an image in a IDirect3DSurface9

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Most blurs mix the two ideas. First downscale, then perform a gaussian blur. You can skip the downscaling if you want, it's just there to improve performance. You'll need your surface to be part of a texture so it can be used as a shader input, and another texture to render to. The PostProcess sample in the SDK does this, as does the HDR Lighting sample for blooming.

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