Any ideas how to do it? Now i have dynamically generated cubemap, which i use as a reflection texture on torus.
Blurring every side separately won't do the trick, right? Because of pixels near the border, which won't get blur impact from their neighbours.
Maybe i should make another FBO, bind it, "unroll" cubemap on the screen, apply basic blur shader and then separate that blurred texture into 6 sides? Not sure how to do the "separate" part.