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Why do we split shaders into passes?

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So I was making a Gaussian blur shader then when it got to the point where I do the X and Y blur in there own passes, I realized I had no idea why a pass was needed for each, or what a pass is. So why do we split the X an Y axis into there own passes? The internet says it's faster, in my own test there was little to no difference, and no one explains why it's faster. How do passes work? Is it one pass per frame and it gets blended in some way? I honestly have no idea how shaders work. The only reason I can even make shaders is because the math is the same for texturing. Half of my shader code is things I don't understand and only know is needed or the shader doesn't work.

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