(BTW, it doesn’t even try to be an accurate Gaussian blur; it’s “blurry-ish”. Ah, the joys of not having to follow a spec…)
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It's also the only gradient type the shader has :) The rounded rect gradient (or box gradient as I call it) is also used for radial gradient and linear gradient. I was thinking of some kind of curve to control the blend, to allow more gaussian-ish blur, but never got around it.
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Yep, I was just thinking the other day that you could actually probably get really close to true Gaussian blur by filling a color ramp with the error function around a rounded rect (I worked out the calculus for this on a plane trip a few years ago)
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