… the texture filtering hardware more effectively. This new shader performs Gaussian *resampling* instead of regular convolution. It samples in between texels to reduce the number of taps. The speed is about the same as the existing technique. It is nevertheless the fastest blur method that I could come up with. In particular, it exceeds the performance of the Kawase and dual Kawase blur techniques. The speed comes from working at lower resolution and incurring fewer downsampling and upsampling passes. As is often the case, ALU performance does not really seem to be the limiting factor; it's mostly memory bandwidth, which is why downsampling is so important. Further improvements should come from not doing the downsampling at all and instead rendering the blurred content at low resolution to begin with. Closes #2821.