   Blur looks wrong
  Hey!With time, I get totally annoyed of blurring! I can set up everything, and it even looks got! But the point is: It only looks good horizontally. And I have no Idea what causes this! I've looked in many samples where they were using blooming/blurring but I don't see what I'm doing wrong. Here is what I mean:and here are both pixel shaders:float4 HBlur(PixelShaderInput Input) : SV_Target{float3 Color=0;for(int i=0;i<15;i++){Color+=TexUVSam(Scene,UV+float2(0,Offsets.y),samScene).rgb*Weights.y;}return float4(Color,1);}float4 BlurV(PixelShaderInput Input) : SV_Target{float3 Color=0;for(int i=0;i<15;i++){Color+=TexUVSam(Scene,UV+float2(Offsets.x,0),samScene).rgb*Weights.x;}return float4(Color,1);}Sorry, there are some (Very well tested) makros in it, but thats only a preliminary version of my shader editor, and so I will have to change them anyways.But whats wrong with it? :(   
  It doesn't look so much like your blur isn't working properly, but that it's more the angle of the thing you are looking at that is making the one line look larger than the other.  Have you tried looking at a different scene?   ;  No, it isn't the perspective. Here is another shot with my favorite test-model ( :D ):;  Hmm hard to tell from that one too. It might be the light angle?Could you try a 3D box with the camera perpendicular and dead center to a face? Also with the light at either a 45 or 90 degree angle on each axis. Then you could be sure.   ;  I don't have a cube handy yet (Just can't find it??) but here is a plane. This time you should see it very clearly:I also put it high over my grid, so you can see better.   ;  what are your offsets? oh and your horizontal blur is testing along the y axis while you vertical is testing along the x axis? is it supposed to do that?   ;  I generate them when my windowsize changes (Just like in a nVidia sample). But here are the values for the windowsize you've seen above:Looks Ok, doesn't it?;Quote:Original post by mind in a boxI generate them when my windowsize changes (Just like in a nVidia sample). But here are the values for the windowsize you've seen above:Looks Ok, doesn't it?the offsets look right. are these shaders being used in a bigger shader? also what order do they get called in, have you tried switching the order?   ;  I tried, but the result stays the same. Just rotated by 90°..   ;  For me it looks like the source image could be wrong for the second pass (whichever it is of the two shader functions). Do you use the original image for the both passes or do you pipeline it like: original for first, result for second pass.edit: just have seen your last post. This would describe the effect that if you change the order, the other one gets shown. It looks to me that you overdraw your result from the first pass (correct me if I am wrong).   