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Telanor

Blurring a cubemap

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I've been searching around for a while now and I can't find anything at all on this topic, or at least nothing that helps me. I'm trying to implement point light shadows using (deferred) variance shadow mapping. I can blur a 2d texture just fine, but when I have a cubemap, I have no idea how to do it. I could of course just blur 6 2d textures but then there would be seams I assume. So does anyone know how to do this? (I would prefer a code sample rather than the mathematical solution, I'm not very good at understanding the math of these things). Oh and I'm using XNA4, if that matters.

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