float t=0;
float3 sumColor=float3(0,0,0);
float weightSum=0;
for(int i=-radius;i<radius;i++)
{
for(int j=-radius;j<radius;j++)
{
t=exp(-0.5 * pow(3.141 * (i/radius), 2))*exp(-0.5 * pow(3.141 * (j/radius), 2));
sumColor=CalcSceneColor(UV+float2(i,j)*size)*t+sumColor;
weightSum+=t;
}
}
return sumColor/weightSum;