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Another quick question, is there anyway to make the bloom not grainy?

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It uses a rotational sample blur instead of a box/gaussian blur. This was mostly done for performance reasons as sample blurring is more efficient and also fit the 'aesthetic' of the project. You can replace the shader code for the `blur()` function in the `shd_horrifi` fragment shader to another method of blurring if you would like. :) If you are looking for a more general purpose post processing shader, however, I would recommend FoxyOfJungle's Post Processing FX instead, as it will offer what horrifi does and MUCH MUCH more with better results. :)

I Hope this helps!