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	<title>Comments on: PCF</title>
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	<description>Exploring the lighter side of graphics</description>
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		<title>By: Peter Wallström</title>
		<link>http://www.flashbang.se/archives/89/comment-page-1#comment-588</link>
		<dc:creator>Peter Wallström</dc:creator>
		<pubDate>Sun, 28 Aug 2011 21:15:48 +0000</pubDate>
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		<description>yea, your right, tanks for catching that.
Though in reality just using a regular array like this is a bit pointless, to get a better result you should really use a small array of random coordinates that changes for each screen coordinate.
I guess i have to add it to the list of new tutorials to write, im up to like 9 so far and some of them are multiparters.</description>
		<content:encoded><![CDATA[<p>yea, your right, tanks for catching that.<br />
Though in reality just using a regular array like this is a bit pointless, to get a better result you should really use a small array of random coordinates that changes for each screen coordinate.<br />
I guess i have to add it to the list of new tutorials to write, im up to like 9 so far and some of them are multiparters.</p>
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		<title>By: Barotto</title>
		<link>http://www.flashbang.se/archives/89/comment-page-1#comment-587</link>
		<dc:creator>Barotto</dc:creator>
		<pubDate>Sun, 28 Aug 2011 21:00:02 +0000</pubDate>
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		<description>thanks for the tutorial.

there&#039;s a little bug in the shader code: blur_spread is a 5 elements array, so it should be x&lt;5 (or x&lt;=4) and not x&lt;4. the same goes for the inner y.</description>
		<content:encoded><![CDATA[<p>thanks for the tutorial.</p>
<p>there&#8217;s a little bug in the shader code: blur_spread is a 5 elements array, so it should be x&lt;5 (or x&lt;=4) and not x&lt;4. the same goes for the inner y.</p>
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