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Anti-Distinctlyminty

Blurring Normals in Shaders

Hi all,
Is there a way to blur surface normals in a shader? I'm currently trying to find a way to make a whole bunch of primitive spheres look like they are blending together. I can't find much in the way of resources on this.
My thinking was to do something like a pcfilter in the shader, and modify the surface normals, but I can't see how to use the pc functions in the shader, or modify the surface normals of the principal shader (I'd rather not rebuild that entire thing from scratch).

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