Unreal float3 o = Texture2DSample(Tex, TexSampler, UV); for (int i = 0; i < r; i++) { o+=Texture2DSample(Tex,TexSampler,UV+float2(i*dist,0)); o+=Texture2DSample(Tex,TexSampler,UV-float2(i*dist,0)); o+=Texture2DSample(Tex,TexSampler,UV+float2(0,i*dist)); o+=Texture2DSample(Tex,TexSampler,UV-float2(0,i*dist)); } o /= (4*r)+1; return o; -------------------------------------------------------- float Pi2 = 6.28318530718; float2 Radius = Size/texRes.xy; float3 o = Texture2DSample(Tex, TexSampler, UV).xyz; for( float d=0.0; d