draw = ( uv ) => {

		let sample = textureNode.sample( uv );

		if ( mask !== null ) {

			const alpha = mask.sample( uv ).x;

			sample = vec4( sample.rgb, sample.a.mul( alpha ) );

		}

		return premultipliedAlpha ? premultiplyAlpha( sample ) : sample;

	}
Applies a hash blur effect to the given texture node.

Reference: {@link https://www.shadertoy.com/view/4lXXWn}.

@function
@param {Node<vec4>} textureNode - The texture node that should be blurred.
@param {Node<float>} [bluramount=float(0.1)] - This node determines the amount of blur.
@param {Object} [options={}] - Additional options for the hash blur effect.
@param {Node<float>} [options.repeats=float(45)] - The number of iterations for the blur effect.
@param {Node<vec4>} [options.mask=null] - A mask node to control the alpha blending of the blur.
@param {boolean} [options.premultipliedAlpha=false] - Whether to use premultiplied alpha for the blur effect.
@return {Node<vec4>} The blurred texture node.