From 719e9099eab5025302ec1acae03b41ccc8cee2b3 Mon Sep 17 00:00:00 2001
From: Michael <goldtextwitch@outlook.com>
Date: Sun, 15 Oct 2017 11:15:57 -0700
Subject: [PATCH] Remove Blur shaders from SM3D

---
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 .../4102408f48cb6b94_0000000000000079_ps.txt  | 28 -------------------
 .../46575655811a12b7_0000000000000079_ps.txt  | 28 -------------------
 .../74b3539704b05bfd_0000000000000079_ps.txt  | 28 -------------------
 .../f5190dd4ae552353_0000000000000079_ps.txt  | 27 ------------------
 32 files changed, 888 deletions(-)
 delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt
 delete mode 100644 Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt

diff --git a/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt
deleted file mode 100644
index 3a08ba7e..00000000
--- a/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 4102408f48cb6b94
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt
deleted file mode 100644
index 535e6fc5..00000000
--- a/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 46575655811a12b7
-// Used for: Horizontal Blur
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
-uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
-uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt
deleted file mode 100644
index 63adcd52..00000000
--- a/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 74b3539704b05bfd
-// Used for: Horizontal Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file
diff --git a/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt
deleted file mode 100644
index 341223d9..00000000
--- a/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader f5190dd4ae552353
-// Used for: Vertical Blur 1
-const float blurFactor = 1.0; //Higher is less blur
-
-// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
-layout(binding = 0) uniform sampler2D textureUnitPS0;
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-
-uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
-uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
-
-ivec2 inputRes = textureSize(textureUnitPS0, 0);
-vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
-vec2 scale = outputRes * blurFactor;
-void main()
-{
-	vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
-	vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
-	for (int i = 1; i<4; i++) {
-		R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
-		R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
-	}
-	passPixelColor0 = R1f;
-}
\ No newline at end of file