Original Post
Hi! I am trying to blur a shadow map but am having some performance issues. The easy solution; sample the neighboring fragments (shadow2D()) as many times as desired and divide the result equally. This causes bad performance with just 4 samples. I have heard about using Gaussian blur in two passes to reduce number of sampling required (one horizontal and one vertical pass). I just can not picture how such a thing would work using shadow mapping. Do I need to render my scene two times using different shaders and then a third shader to combine the result to the final scene? Sorry for any bad English.