froyok OP ,
@froyok@mastodon.gamedev.place avatar

I was able to get this far... using a separable filter (with Brisebois2011 method).

However I can't seem to find a good way to avoid foreground pixels to bleed into the background even when only computing the background blur.

So I decided to switch towards another method instead. That's really too bad because I really liked the simplicity of it.

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