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Using full screen quad texture to blur a point.

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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.

 

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Can you show off your code ?

 

You need to take care when accessing the texture to shift the texture coordinate by half pixel:

x = x +  0.5/texture_width

y = y + 0.5/texture_height

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Can you show off your code ?

 

You need to take care when accessing the texture to shift the texture coordinate by half pixel:

x = x +  0.5/texture_width

y = y + 0.5/texture_height

Understood your point and made respective changes, got the correct output.

Thanks

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