Of course one could first rasterize the procedurals at a *finite resolution*, and then blur. This would be more efficient than trying to blur the procedurals somehow, as Jo indicated. But it would mean working at a finite resolution, and depending on the detail level needed and the area covered, this could really be a "big data" problem. It's not out of the question, but as Jo mentioned, there's a reason that "blurred procedurals" are not a commonly available thing.
Probably the best approach in this case if the original request is still desired, would be to work on exporting the rock mask into a raster image format (top-down render with black/white color masking perhaps?), then blur that, and use an Image Map Shader with the blurred image to blend, instead of the fake stones output itself.
- Oshyan