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<_short>Blur Windows</_short>
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<_long>Blur windows</_long>
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<feature>blur</feature>
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<relation type="before">
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<relation type="after">
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<plugin>decoration</plugin>
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<plugin>opengl</plugin>
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<option name="pulse" type="bell">
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<_short>Pulse</_short>
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<_long>Pulse effect</_long>
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<option name="blur_speed" type="float">
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<_short>Blur Speed</_short>
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<_long>Window blur speed</_long>
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<default>3.5</default>
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<precision>0.1</precision>
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<option name="focus_blur_match" type="match">
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<_short>Focus blur windows</_short>
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<_long>Windows that should be affected by focus blur</_long>
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<default>toolbar | menu | utility | normal | dialog | modaldialog</default>
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<option name="focus_blur" type="bool">
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<_short>Focus Blur</_short>
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<_long>Blur windows that doesn't have focus</_long>
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<default>false</default>
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<option name="alpha_blur_match" type="match">
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<_short>Alpha blur windows</_short>
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<_long>Windows that should be use alpha blur by default</_long>
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<option name="alpha_blur" type="bool">
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<_short>Alpha Blur</_short>
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<_long>Blur behind translucent parts of windows</_long>
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<default>true</default>
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<option name="filter" type="int">
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<_short>Blur Filter</_short>
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<_long>Filter method used for blurring</_long>
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<_name>4xBilinear</_name>
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<_name>Gaussian</_name>
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<option name="gaussian_radius" type="int">
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<_short>Gaussian Radius</_short>
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<_long>Gaussian radius</_long>
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<option name="gaussian_strength" type="float">
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<_short>Gaussian Strength</_short>
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<_long>Gaussian strength</_long>
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<default>1.0</default>
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<precision>0.1</precision>
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<option name="mipmap_lod" type="float">
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<_short>Mipmap LOD</_short>
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<_long>Mipmap level-of-detail</_long>
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<default>2.5</default>
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<precision>0.1</precision>
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<option name="saturation" type="int">
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<_short>Blur Saturation</_short>
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<_long>Blur saturation</_long>
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<default>100</default>
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<option name="occlusion" type="bool">
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<_short>Blur Occlusion</_short>
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<_long>Disable blurring of screen regions obscured by other windows.</_long>
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<default>true</default>
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<option name="independent_tex" type="bool">
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<_short>Independent texture fetch</_short>
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<_long>Use the available texture units to do as many as possible independent texture fetches.</_long>
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<default>false</default>