}
let new_color_e = textureSample(t_world, s_world, in.tex_coords + offset_x * f32(i) + offset_y * f32(i));
let new_color_f = textureSample(t_world, s_world, in.tex_coords + offset_x * f32(i) - offset_y * f32(i));
if (meets_thresh(new_color_e)) {
// result += vec4<f32>(new_color_a.rgb * weight[i], 0);
added += vec4<f32>(new_color_e.rgb, 1.0 / strength) * weight_calc(i) * strength;
}
if (meets_thresh(new_color_f)) {
// result += vec4<f32>(new_color_b.rgb * weight[i], 0);
added += vec4<f32>(new_color_f.rgb, 1.0 / strength) * weight_calc(i) * strength;
}
let new_color_g = textureSample(t_world, s_world, in.tex_coords + offset_x * f32(i) + offset_y * f32(i));
let new_color_h = textureSample(t_world, s_world, in.tex_coords - offset_x * f32(i) + offset_y * f32(i));
if (meets_thresh(new_color_g)) {
// result += vec4<f32>(new_color_a.rgb * weight[i], 0);
added += vec4<f32>(new_color_g.rgb, 1.0 / strength) * weight_calc(i) * strength;