Refactor blur shaders into separate R8 and RGBA8 versions
- Create specialized R8 and RGBA8 wrapper shaders for compute blur.
- Rename existing blur compute shaders to .sh for inclusion.
- Update Render class to load and dispatch the appropriate blur programs for Bloom (RGBA) and SSAO ®.
Gemini reviewed my code and mentioned it’s not a good idea to mismatch pixel formats. For the SSAO buffer, I was passing R8 values, but the blur shader was expecting RGBA. Everything worked fine for me, but it might have fallen apart on different hardware or driver combinations. I’ve refactored the shaders to use separate R8 and RGBA8 versions just to be safe.