# Generic Advanced="Advanced" # Filter - Blur Filter.Blur="Blur" Filter.Blur.Type="Type" Filter.Blur.Type.Description="The type of blur to apply:\n- 'Box' smoothes pixels equally.\n- 'Gaussian' applies a gaussian curve to the smoothed pixels.\n- 'Bilateral' is an edge detection variant of 'Gaussian'." Filter.Blur.Type.Box="Box" Filter.Blur.Type.Gaussian="Gaussian" Filter.Blur.Type.Bilateral="Bilateral" Filter.Blur.Size="Size (Pixel)" Filter.Blur.Size.Description="Area size of the blur, large sizes may cause:\n- Skipped frames\n- Frame loss or drops\n- Input lag\n- GPU overheating\n- or other issues." Filter.Blur.Bilateral.Smoothing="Smoothing" Filter.Blur.Bilateral.Sharpness="Sharpness" Filter.Blur.Region="Apply to Region only" Filter.Blur.Region.Description="Only apply the blur to a region inside the source." Filter.Blur.Region.Left="Left Edge" Filter.Blur.Region.Left.Description="Distance to left edge of the source in percent." Filter.Blur.Region.Top="Top Edge" Filter.Blur.Region.Top.Description="Distance to top edge of the source in percent." Filter.Blur.Region.Right="Right Edge" Filter.Blur.Region.Right.Description="Distance to right edge of the source in percent." Filter.Blur.Region.Bottom="Bottom Edge" Filter.Blur.Region.Bottom.Description="Distance to bottom edge of the source in percent." Filter.Blur.Region.Feather="Feather Area" Filter.Blur.Region.Feather.Description="Size of the smoothing area in percent, or 0 to turn off feather." Filter.Blur.Region.Feather.Shift="Feather Shift" Filter.Blur.Region.Feather.Shift.Description="Shift of the Feather area, positive is inwards, negative is outwards." Filter.Blur.Region.Invert="Invert Region" Filter.Blur.Region.Invert.Description="Invert the region so that everything but this area is blurred." Filter.Blur.ColorFormat="Color Format" # Filter - Custom Shader Filter.CustomShader="Custom Shader" Filter.CustomShader.Type="Type" Filter.CustomShader.Type.Text="Text Input" Filter.CustomShader.Type.File="File Input" Filter.CustomShader.Content.Text="Effect Text" Filter.CustomShader.Content.File="Effect File" # Filter - Displacement Filter.Displacement="Displacement Mapping" Filter.Displacement.File="File" Filter.Displacement.File.Types="Images (*.png *.jpeg *.jpg *.bmp *.tga);;All Files (*)" Filter.Displacement.Ratio="Ratio" Filter.Displacement.Scale="Scale" # Filter - Shape Filter.Shape="Shape" Filter.Shape.Loop="Repeat last Point" Filter.Shape.Points="Points" Filter.Shape.Point.X="Point %llu X" Filter.Shape.Point.Y="Point %llu Y" Filter.Shape.Point.U="Point %llu U" Filter.Shape.Point.V="Point %llu V" # Filter - Transform Filter.Transform="3D Transform" Filter.Transform.Camera="Camera" Filter.Transform.Camera.Description="Projection mode used by the camera." Filter.Transform.Camera.Orthographic="Orthographic" Filter.Transform.Camera.Perspective="Perspective" Filter.Transform.Camera.FieldOfView="Field Of View" Filter.Transform.Camera.FieldOfView.Description="Vertical Field of View of the camera." Filter.Transform.Position="Position" Filter.Transform.Position.Description="Position of the rendered quad." Filter.Transform.Position.X="Position (X)" Filter.Transform.Position.Y="Position (Y)" Filter.Transform.Position.Z="Position (Z)" Filter.Transform.Scale="Scale" Filter.Transform.Scale.Description="Scale of the rendered quad." Filter.Transform.Scale.X="Scale (X)" Filter.Transform.Scale.Y="Scale (Y)" Filter.Transform.Shear="Shear" Filter.Transform.Shear.Description="Shearing of the rendered quad." Filter.Transform.Shear.X="Shear (X)" Filter.Transform.Shear.Y="Shear (Y)" Filter.Transform.Rotation.Order="Rotation Order" Filter.Transform.Rotation.Order.Description="The order in which to apply the euler angles to the rendered quad." Filter.Transform.Rotation.Order.XYZ="Pitch, Yaw, Roll" Filter.Transform.Rotation.Order.XZY="Pitch, Roll, Yaw" Filter.Transform.Rotation.Order.YXZ="Yaw, Pitch, Roll" Filter.Transform.Rotation.Order.YZX="Yaw, Roll, Pitch" Filter.Transform.Rotation.Order.ZXY="Roll, Pitch, Yaw" Filter.Transform.Rotation.Order.ZYX="Roll, Yaw, Pitch" Filter.Transform.Rotation="Rotation" Filter.Transform.Rotation.Description="Euler rotation of the rendered quad, applied using the rotation order." Filter.Transform.Rotation.X="Pitch (X)" Filter.Transform.Rotation.Y="Yaw (Y)" Filter.Transform.Rotation.Z="Roll (Z)" # Source - Mirror Source.Mirror="Source Mirror" Source.Mirror.Source="Source" Source.Mirror.Source.Description="Which Source should be mirrored?" Source.Mirror.Source.Size="Source Size" Source.Mirror.Source.Size.Description="The size of the source being mirrored. (Automatically updated)" Source.Mirror.Source.Audio="Enable Audio" Source.Mirror.Source.Audio.Description="Enables audio mirroring from this source." Source.Mirror.Scaling="Rescale Source" Source.Mirror.Scaling.Description="Should the source be rescaled?" Source.Mirror.Scaling.Method="Filter" Source.Mirror.Scaling.Method.Description="Which filter should be used for rescaling?" Source.Mirror.Scaling.Method.Point="Point" Source.Mirror.Scaling.Method.Bilinear="Bilinear" Source.Mirror.Scaling.Method.BilinearLowRes="Bilinear (Low Resolution)" Source.Mirror.Scaling.Method.Bicubic="Bicubic" Source.Mirror.Scaling.Method.Lanczos="Lanczos" Source.Mirror.Scaling.Size="Size" Source.Mirror.Scaling.Size.Description="What size should we rescale to? (WxH format)" Source.Mirror.Scaling.TransformKeepOriginal="Use Original Size for Transforms" Source.Mirror.Scaling.TransformKeepOriginal.Description="Should the filter not modify the size of the source?"