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Gaussian blur atlas map

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Hi i am trying to gaussian blur an atlas map. This is for a test to try to avoid a number of renderTarget sets for blurring my shadow maps. The code of the hlsl:
        // Pixel shader applies a one dimensional gaussian blur filter.
        // This is used twice by the bloom postprocess, first to
        // blur horizontally, and then again to blur vertically.

        #define SAMPLE_COUNT 11
        #define TILE_COUNT 4

        uniform extern float4 SampleOffsets[SAMPLE_COUNT];
        uniform extern float SampleWeights[SAMPLE_COUNT];
        uniform extern texture SceneTex;

        uniform extern float2 OffsetAClamp[TILE_COUNT];
        uniform extern float2 OffsetBClamp[TILE_COUNT];

        float mapID = 0;

        sampler TextureSampler = sampler_state
        {
	        Texture = <SceneTex>;
	        MinFilter = POINT;
	        MagFilter = POINT;
	        MipFilter = POINT;
            AddressU = CLAMP;
            AddressV = CLAMP;
        };

        float2 getUV(float2 UV)
        {
            UV = clamp(UV, OffsetAClamp[mapID], OffsetBClamp[mapID]);

            return UV;
        }

        float4 PixelShaderCode(float2 texCoord : TEXCOORD0) : COLOR0
        {
            float4 c = 0;
            
            // Combine a number of weighted image filter taps.
            for (int i = 0; i < SAMPLE_COUNT; i++)
            {
                c += tex2D(TextureSampler, getUV(texCoord + SampleOffsets.xy)) * SampleWeights;
                //c += tex2D(TextureSampler, texCoord + SampleOffsets.xy) * SampleWeights;           
            }
            
            return c;
        }


        technique GaussianBlur
        {
            pass P0
            {
                PixelShader = compile ps_2_b PixelShaderCode();
                
            }
        }
the clamp arrays are calculated as folllowing:
            for (int i = 0; i < Rows; i++)
            {
                for (int j = 0; j < Rows; j++)
                {
                    offsetAClamp[i * Rows + j] = new Vector2((1.0f / Rows) * j, (1.0f / Rows) * i);
                    offsetBClamp[i * Rows + j] = new Vector2((1.0f / Rows) * (j + 1), (1.0f / Rows) * (i + 1)) - new Vector2(1.0f / AtlasSize);
                }
                 
            }
my question is, do you guys think this is an optimized way of avoiding rendertarget switches, and do you think this is more effective? Also, normally a blur uses a filter (linear) on the texture sampler, but since it is an atlas, i thought this would not be possible. Does any of you have any idea if this code is optimized enough and if so, if it is a very big lost that i don't have the sampler filter set to linear anymore?

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