Any ideas how to do this? Now I have a dynamically created cubemap, which I use as a reflection texture on the torus.
Blurring each side individually will not do the trick, right? Due to pixels near the border that will not get the blur effect from their neighbors.
Maybe I should do another FBO, bind it, “expand” the cubemap on the screen, apply the main blurry shader, and then divide this blurry texture into 6 sides? Do not know how to make a "separate" part.
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