blur( amountNode ) {

		const textureNode = this.clone();
		textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
		textureNode.referenceNode = this.getSelf();

		const map = textureNode.value;

		if ( textureNode.generateMipmaps === false && ( map && map.generateMipmaps === false || map.minFilter === NearestFilter || map.magFilter === NearestFilter ) ) {

			console.warn( 'THREE.TSL: texture().blur() requires mipmaps and sampling. Use .generateMipmaps=true and .minFilter/.magFilter=THREE.LinearFilter in the Texture.' );

			textureNode.biasNode = null;

		}

		return nodeObject( textureNode );

	}
Samples a blurred version of the texture by defining an internal bias.

@param {Node<float>} amountNode - How blurred the texture should be.
@return {TextureNode} A texture node representing the texture sample.