overhaul blurs directory (#210)

* overhaul blurs directory

* fix paths broken by blurs overhaul
This commit is contained in:
hunterk authored and GitHub committed 2023-05-18 09:14:36 -05:00
1 parent eac7e44995
commit 4c802a9b58
45 files changed
+88 -88

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+8 -8
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@@ -1,33 +1,33 @@
shaders = 7
shader0 = kawase/linearize.glsl
shader0 = shaders/kawase/linearize.glsl
srgb_framebuffer0 = true
scale_type0 = source
shader1 = kawase/kawase0.glsl
shader1 = shaders/kawase/kawase0.glsl
filter_linear1 = true
srgb_framebuffer1 = true
scale_type1 = source
shader2 = kawase/kawase1.glsl
shader2 = shaders/kawase/kawase1.glsl
filter_linear2 = true
srgb_framebuffer2 = true
scale_type2 = source
shader3 = kawase/kawase1.glsl
shader3 = shaders/kawase/kawase1.glsl
filter_linear3 = true
srgb_framebuffer3 = true
scale_type3 = source
shader4 = kawase/kawase2.glsl
shader4 = shaders/kawase/kawase2.glsl
filter_linear4 = true
srgb_framebuffer4 = true
scale_type4 = source
shader5 = kawase/kawase3.glsl
shader5 = shaders/kawase/kawase3.glsl
filter_linear5 = true
srgb_framebuffer5 = true
scale_type5 = source
shader6 = kawase/delinearize.glsl
filter_linear6 = true
shader6 = shaders/kawase/delinearize.glsl
filter_linear6 = true
+12 -12
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@@ -1,53 +1,53 @@
shaders = 11
shader0 = kawase/linearize.glsl
shader0 = shaders/kawase/linearize.glsl
srgb_framebuffer0 = true
scale_type0 = source
shader1 = kawase/kawase0.glsl
shader1 = shaders/kawase/kawase0.glsl
filter_linear1 = true
srgb_framebuffer1 = true
scale_type1 = source
shader2 = kawase/kawase1.glsl
shader2 = shaders/kawase/kawase1.glsl
filter_linear2 = true
srgb_framebuffer2 = true
scale_type2 = source
shader3 = kawase/kawase2.glsl
shader3 = shaders/kawase/kawase2.glsl
filter_linear3 = true
srgb_framebuffer3 = true
scale_type3 = source
shader4 = kawase/kawase3.glsl
shader4 = shaders/kawase/kawase3.glsl
filter_linear4 = true
srgb_framebuffer4 = true
scale_type4 = source
shader5 = kawase/kawase4.glsl
shader5 = shaders/kawase/kawase4.glsl
filter_linear5 = true
srgb_framebuffer5 = true
scale_type5 = source
shader6 = kawase/kawase4.glsl
shader6 = shaders/kawase/kawase4.glsl
filter_linear6 = true
srgb_framebuffer6 = true
scale_type6 = source
shader7 = kawase/kawase5.glsl
shader7 = shaders/kawase/kawase5.glsl
filter_linear7 = true
srgb_framebuffer7 = true
scale_type7 = source
shader8 = kawase/kawase6.glsl
shader8 = shaders/kawase/kawase6.glsl
filter_linear8 = true
srgb_framebuffer8 = true
scale_type8 = source
shader9 = kawase/kawase7.glsl
shader9 = shaders/kawase/kawase7.glsl
filter_linear9 = true
srgb_framebuffer9 = true
scale_type9 = source
shader10 = kawase/delinearize.glsl
filter_linear10 = true
shader10 = shaders/kawase/delinearize.glsl
filter_linear10 = true
+9 -9
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@@ -1,35 +1,35 @@
shaders = 8
shader0 = kawase/linearize.glsl
shader0 = shaders/kawase/linearize.glsl
srgb_framebuffer0 = true
scale_type0 = source
shader1 = kawase/kawase0.glsl
shader1 = shaders/kawase/kawase0.glsl
filter_linear1 = true
srgb_framebuffer1 = true
scale_type1 = source
shader2 = kawase/kawase1.glsl
shader2 = shaders/kawase/kawase1.glsl
filter_linear2 = true
srgb_framebuffer2 = true
scale_type2 = source
shader3 = kawase/kawase1.glsl
shader3 = shaders/kawase/kawase1.glsl
filter_linear3 = true
srgb_framebuffer3 = true
scale_type3 = source
shader4 = kawase/kawase2.glsl
shader4 = shaders/kawase/kawase2.glsl
filter_linear4 = true
srgb_framebuffer4 = true
scale_type4 = source
shader5 = kawase/kawase3.glsl
shader5 = shaders/kawase/kawase3.glsl
filter_linear5 = true
srgb_framebuffer5 = true
scale_type5 = source
shader7 = kawase/screen_combine.glsl
shader7 = shaders/kawase/screen_combine.glsl
shader6 = kawase/delinearize.glsl
filter_linear6 = true
shader6 = shaders/kawase/delinearize.glsl
filter_linear6 = true
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+7 -7
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@@ -3,36 +3,36 @@ shaders = 9
shader0 = ../stock.glsl
alias0 = Reference
shader1 = ../blurs/kawase/linearize.glsl
shader1 = ../blurs/shaders/kawase/linearize.glsl
srgb_framebuffer1 = true
scale_type1 = source
shader2 = ../blurs/kawase/kawase0.glsl
shader2 = ../blurs/shaders/kawase/kawase0.glsl
filter_linear2 = true
srgb_framebuffer2 = true
scale_type2 = source
shader3 = ../blurs/kawase/kawase1.glsl
shader3 = ../blurs/shaders/kawase/kawase1.glsl
filter_linear3 = true
srgb_framebuffer3 = true
scale_type3 = source
shader4 = ../blurs/kawase/kawase1.glsl
shader4 = ../blurs/shaders/kawase/kawase1.glsl
filter_linear4 = true
srgb_framebuffer4 = true
scale_type4 = source
shader5 = ../blurs/kawase/kawase2.glsl
shader5 = ../blurs/shaders/kawase/kawase2.glsl
filter_linear5 = true
srgb_framebuffer5 = true
scale_type5 = source
shader6 = ../blurs/kawase/kawase3.glsl
shader6 = ../blurs/shaders/kawase/kawase3.glsl
filter_linear6 = true
srgb_framebuffer6 = true
scale_type6 = source
shader7 = ../blurs/kawase/delinearize.glsl
shader7 = ../blurs/shaders/kawase/delinearize.glsl
filter_linear7 = true
shader8 = resources/bigblur.glsl
@@ -107,7 +107,7 @@ srgb_framebuffer3 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader4 = "../../blurs/blur9fast-vertical.glsl"
shader4 = "../../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear4 = "true"
scale_type4 = "source"
scale4 = "1.0"
@@ -115,7 +115,7 @@ srgb_framebuffer4 = "true"
# Pass5: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader5 = "../../blurs/blur9fast-horizontal.glsl"
shader5 = "../../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias5 = "HALATION_BLUR"
filter_linear5 = "true"
scale_type5 = "source"
+2 -2
View File
@@ -107,7 +107,7 @@ srgb_framebuffer3 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader4 = "../../blurs/blur9fast-vertical.glsl"
shader4 = "../../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear4 = "true"
scale_type4 = "source"
scale4 = "1.0"
@@ -115,7 +115,7 @@ srgb_framebuffer4 = "true"
# Pass5: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader5 = "../../blurs/blur9fast-horizontal.glsl"
shader5 = "../../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias5 = "HALATION_BLUR"
filter_linear5 = "true"
scale_type5 = "source"
+2 -2
View File
@@ -98,7 +98,7 @@ srgb_framebuffer2 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader3 = "../blurs/blur9fast-vertical.glsl"
shader3 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear3 = "true"
scale_type3 = "source"
scale3 = "1.0"
@@ -106,7 +106,7 @@ srgb_framebuffer3 = "true"
# Pass4: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader4 = "../blurs/blur9fast-horizontal.glsl"
shader4 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias4 = "HALATION_BLUR"
filter_linear4 = "true"
scale_type4 = "source"
+2 -2
View File
@@ -98,7 +98,7 @@ srgb_framebuffer2 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader3 = "../blurs/blur9fast-vertical.glsl"
shader3 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear3 = "true"
scale_type3 = "source"
scale3 = "1.0"
@@ -106,7 +106,7 @@ srgb_framebuffer3 = "true"
# Pass4: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader4 = "../blurs/blur9fast-horizontal.glsl"
shader4 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias4 = "HALATION_BLUR"
filter_linear4 = "true"
scale_type4 = "source"
+2 -2
View File
@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.glsl"
shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.glsl"
shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
+2 -2
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@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.glsl"
shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.glsl"
shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
+2 -2
View File
@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.glsl"
shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.glsl"
shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
+2 -2
View File
@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.glsl"
shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.glsl"
shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
+2 -2
View File
@@ -112,7 +112,7 @@ srgb_framebuffer3 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader4 = "../blurs/blur9fast-vertical.glsl"
shader4 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear4 = "true"
scale_type4 = "source"
scale4 = "1.0"
@@ -120,7 +120,7 @@ srgb_framebuffer4 = "true"
# Pass5: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader5 = "../blurs/blur9fast-horizontal.glsl"
shader5 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias5 = "HALATION_BLUR"
filter_linear5 = "true"
scale_type5 = "source"
+2 -2
View File
@@ -97,7 +97,7 @@ srgb_framebuffer2 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader3 = "../blurs/blur9fast-vertical.glsl"
shader3 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
filter_linear3 = "true"
scale_type3 = "source"
scale3 = "1.0"
@@ -105,7 +105,7 @@ srgb_framebuffer3 = "true"
# Pass4: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader4 = "../blurs/blur9fast-horizontal.glsl"
shader4 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
alias4 = "HALATION_BLUR"
filter_linear4 = "true"
scale_type4 = "source"
+2 -2
View File
@@ -7,14 +7,14 @@ scale_type0 = source
srgb_framebuffer0 = true
filter_linear0 = false
shader1 = ../blurs/blur-gauss-v.glsl
shader1 = ../blurs/shaders/blur-gauss-v.glsl
scale_type1 = source
scale1 = 1.0
srgb_framebuffer1 = true
filter_linear1 = true
alias1 = blurPassV
shader2 = ../blurs/blur-gauss-h.glsl
shader2 = ../blurs/shaders/blur-gauss-h.glsl
alias2 = blurPass
filter_linear2 = true
scale2 = 1.0
+8 -8
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@@ -4,45 +4,45 @@ shader0 = ../../ntsc/shaders/ntsc-pass1-composite-3phase.glsl
shader1 = ../../ntsc/shaders/ntsc-pass2-3phase.glsl
shader2 = ../../ntsc/shaders/ntsc-gauss-pass.glsl
shader3 = ../../blurs/kawase/linearize.glsl
shader3 = ../../blurs/shaders/kawase/linearize.glsl
srgb_framebuffer3 = true
scale_type3 = source
scale3 = 1.0
shader4 = ../../blurs/kawase/kawase0.glsl
shader4 = ../../blurs/shaders/kawase/kawase0.glsl
filter_linear4 = true
srgb_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
shader5 = ../../blurs/kawase/kawase1.glsl
shader5 = ../../blurs/shaders/kawase/kawase1.glsl
filter_linear5 = true
srgb_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
shader6 = ../../blurs/kawase/kawase1.glsl
shader6 = ../../blurs/shaders/kawase/kawase1.glsl
filter_linear6 = true
srgb_framebuffer6 = true
scale_type6 = source
scale6 = 1.0
shader7 = ../../blurs/kawase/kawase2.glsl
shader7 = ../../blurs/shaders/kawase/kawase2.glsl
filter_linear7 = true
srgb_framebuffer7 = true
scale_type7 = source
scale7 = 1.0
shader8 = ../../blurs/kawase/kawase3.glsl
shader8 = ../../blurs/shaders/kawase/kawase3.glsl
filter_linear8 = true
srgb_framebuffer8 = true
scale_type8 = source
scale8 = 1.0
shader9 = ../../blurs/kawase/delinearize.glsl
shader9 = ../../blurs/shaders/kawase/delinearize.glsl
filter_linear9 = true
shader10 = ../../blurs/kawase/screen_combine.glsl
shader10 = ../../blurs/shaders/kawase/screen_combine.glsl
shader11 = ../../reshade/shaders/blendoverlay/blendoverlay.glsl
filter_linear11 = false
+8 -8
View File
@@ -1,13 +1,13 @@
shaders = 13
shader0 = ../../blurs/kawase/linearize.glsl
shader1 = ../../blurs/kawase/kawase0.glsl
shader2 = ../../blurs/kawase/kawase1.glsl
shader3 = ../../blurs/kawase/kawase1.glsl
shader4 = ../../blurs/kawase/kawase2.glsl
shader5 = ../../blurs/kawase/kawase3.glsl
shader6 = ../../blurs/kawase/delinearize.glsl
shader7 = ../../blurs/kawase/screen_combine.glsl
shader0 = ../../blurs/shaders/kawase/linearize.glsl
shader1 = ../../blurs/shaders/kawase/kawase0.glsl
shader2 = ../../blurs/shaders/kawase/kawase1.glsl
shader3 = ../../blurs/shaders/kawase/kawase1.glsl
shader4 = ../../blurs/shaders/kawase/kawase2.glsl
shader5 = ../../blurs/shaders/kawase/kawase3.glsl
shader6 = ../../blurs/shaders/kawase/delinearize.glsl
shader7 = ../../blurs/shaders/kawase/screen_combine.glsl
shader8 = ../../ntsc/shaders/ntsc-pass1-composite-3phase.glsl
shader9 = ../../ntsc/shaders/ntsc-pass2-3phase.glsl
shader10 = ../../ntsc/shaders/ntsc-gauss-pass.glsl
+1 -1
View File
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "../blurs/smart-blur.glsl"
shader1 = "../blurs/shaders/smart-blur.glsl"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
+2 -2
View File
@@ -105,7 +105,7 @@ srgb_framebuffer3 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader4 = "../blurs/blur5fast-vertical.glsl"
shader4 = "../blurs/shaders/royale/blur5fast-vertical.glsl"
filter_linear4 = "true"
scale_type4 = "source"
scale4 = "1.0"
@@ -113,7 +113,7 @@ srgb_framebuffer4 = "true"
# Pass5: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x10 blur is about 1% slower.
shader5 = "../blurs/blur5fast-horizontal.glsl"
shader5 = "../blurs/shaders/royale/blur5fast-horizontal.glsl"
alias5 = "HALATION_BLUR"
filter_linear5 = "true"
scale_type5 = "source"
+2 -2
View File
@@ -101,7 +101,7 @@ srgb_framebuffer3 = "true"
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader4 = "../blurs/blur5fast-vertical.glsl"
shader4 = "../blurs/shaders/royale/blur5fast-vertical.glsl"
filter_linear4 = "true"
scale_type4 = "source"
scale4 = "1.0"
@@ -109,7 +109,7 @@ srgb_framebuffer4 = "true"
# Pass4: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x10 blur is about 1% slower.
shader5 = "../blurs/blur5fast-horizontal.glsl"
shader5 = "../blurs/shaders/royale/blur5fast-horizontal.glsl"
alias5 = "HALATION_BLUR"
filter_linear5 = "true"
scale_type5 = "source"
+8 -8
View File
@@ -1,38 +1,38 @@
shaders = 9
shader0 = ../blurs/kawase/linearize.glsl
shader0 = ../blurs/shaders/kawase/linearize.glsl
srgb_framebuffer0 = true
scale_type0 = source
shader1 = ../blurs/kawase/kawase0.glsl
shader1 = ../blurs/shaders/kawase/kawase0.glsl
filter_linear1 = true
srgb_framebuffer1 = true
scale_type1 = source
shader2 = ../blurs/kawase/kawase1.glsl
shader2 = ../blurs/shaders/kawase/kawase1.glsl
filter_linear2 = true
srgb_framebuffer2 = true
scale_type2 = source
shader3 = ../blurs/kawase/kawase1.glsl
shader3 = ../blurs/shaders/kawase/kawase1.glsl
filter_linear3 = true
srgb_framebuffer3 = true
scale_type3 = source
shader4 = ../blurs/kawase/kawase2.glsl
shader4 = ../blurs/shaders/kawase/kawase2.glsl
filter_linear4 = true
srgb_framebuffer4 = true
scale_type4 = source
shader5 = ../blurs/kawase/kawase3.glsl
shader5 = ../blurs/shaders/kawase/kawase3.glsl
filter_linear5 = true
srgb_framebuffer5 = true
scale_type5 = source
shader6 = ../blurs/kawase/delinearize.glsl
shader6 = ../blurs/shaders/kawase/delinearize.glsl
filter_linear6 = true
shader7 = ../blurs/kawase/screen_combine.glsl
shader7 = ../blurs/shaders/kawase/screen_combine.glsl
shader8 = ../anti-aliasing/shaders/fxaa.glsl
filter_linear8 = true
@@ -32,7 +32,7 @@ filter_linear5 = false
scale_type5 = source
scale5 = 3.0
shader6 = ../blurs/sharpsmoother.glsl
shader6 = ../blurs/shaders/sharpsmoother.glsl
filter_linear6 = false
scale_type6 = source
scale6 = 1.0