       if (x == 0 && y == 0) continue;

                    vec2 coord = v_texCoord + onePixel * vec2(x, y);

                    if (coord.x >= 0.0 && coord.x <= 1.0 && coord.y >= 0.0 && coord.y <= 1.0)
                    {
                        float distSquared = float(x * x + y * y);

                        if (distSquared <= radius * radius)
                        {
                            float neighbor_value = PIXEL_AT(x, y).r;

                            // Add a small offset based on the 