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188

P: New AI-powered Lens Blur (Early Access) available across all surfaces.

Adobe Employee ,
Sep 27, 2023 Sep 27, 2023

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This post applies to Camera Raw, Lightroom Classic & the Lightroom Ecosystem products.

The Lightroom team is sharing an early look for AI-powered Lens Blur–giving you the ability to apply optical blur on any image regardless of how it was taken. Lens Blur is now available to try on all Lightroom surfaces.
 
How does Lens Blur work?
  • Lens blur applies a depth-based blur effect, similar to what can be achieved with real-world optical lenses, by using AI-generated or device-captured depth data (when available).
  • Lens blur will automatically prioritize focus for the detected subject, but you can also interactively adjust the focus distance. Precise focus range tuning is also available (currently desktop only: Lightroom Desktop, Lightroom Classic, and Camera Raw).
  • You can also further customize the Bokeh shapes, highlight Boost (desktop only), and make depth map refinements (desktop only).
 
Will my Lens Blur adjustments on one surface be synced to other surfaces? I.e. mobile to web to desktop, and vice versa?
  • Yes, all edits will sync. To revert settings, you can go back to previous versions or history steps, or un-apply Lens Blur settings.
 
Can I add Lens Blur settings to my presets?
  • No, presets and copy + paste workflows are not currently enabled for Lens Blur during Early Access.
 
For more information, please check out Lens Blur. 
 
Please give it a try and share feedback in this thread as we continually improve this feature.
 
Lisa Ngo: Lightroom Product Manager
 
Current Popular Lens Blur Feature Requests:

Stop by and give them a vote if they're of interest to you!

 

 

Posted by: 

Rikk Flohr - Customer Advocacy: Adobe Photography Products
TOPICS
macOS , Windows

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correct answers 1 Pinned Reply

Adobe Employee , Oct 20, 2023 Oct 20, 2023

Please report your system info via Lightroom>Help>System Info...

 

If you encounter GPU driver issues while using ML features in LrClassic/LrD/ACR, please try to update to the latest macOS version or if you are on a Windows machine, follow https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html to update your machine to the latest GPU driver and  see if the problem resolves itself.

 

If the OS or the driver is not available or possible and the problem persists, then try the following

...

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New Here ,
Oct 16, 2023 Oct 16, 2023

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As many other have comented this feature work s well and is a useful addition.  What's missing in my view is the ability to adjust light strength (shadows etc) for the subject -- the beta only offers a "boost" feature for the blurred background.  As a result I often find I still have to go baack to selective masking just so I can make the subject a little brighter, adjust midtones etc

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New Here ,
Oct 16, 2023 Oct 16, 2023

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At first its really interesting.  Now you dont have to own a fast lens, AI will do that for you. Depth visualization is fantastic. Not sure if beginners will benefit from all this, they shoulda learn basics and respect the light.. This way all is possible at first try... The reward is lost..

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New Here ,
Oct 16, 2023 Oct 16, 2023

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Hi,

 

For me that use photoshop to edit images for architecture and interior, it would be nice to have some kind of pencil so I can blur only some faces, portraits or car license plates. Maybe using the same technology in the mask section, where you can select the object with a brush and instead of giving brightness we could blur that area!

 

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New Here ,
Oct 16, 2023 Oct 16, 2023

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It is a lifesaver for so many scenarios. The depth adjusment is quite precise however, further improvements can be made. However, one rather prominent issue arising sometimes is the ghosting effect around the subject, which was visible in Photoshop blur addition if not done with proper masking. In this case for lightroom, tried tweaking bunch of sliders but for some instance the ghosting effect is present.
Hopefully Adobe will look into it as it is a prime drawback of adding blur in post compared to in camera. Very useful tool otherwise!!

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New Here ,
Oct 17, 2023 Oct 17, 2023

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Das funktioniert für klar abgegrenzte Objekte wirklich hervorragend!

In anderen Fällen muß man eben nacharbeiten, geht aber auch gut!

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New Here ,
Oct 17, 2023 Oct 17, 2023

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Für eine manuelle Bearbeitung wünschat man sich noch ein Verlaufswerkzeug. Das würde eine genauere Tiefenbearbeitung ermöglichen

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Community Beginner ,
Oct 17, 2023 Oct 17, 2023

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Up to me the Lens Blur in CR works fantastic. Big congrats guys! 

Find yourself as early as possible and keep following your dreams!

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New Here ,
Oct 17, 2023 Oct 17, 2023

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copy settings to multiple photos, one at a time. It only works with my LOUPDECK keyboard.

I love this new setting

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New Here ,
Oct 19, 2023 Oct 19, 2023

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The new blur tool is awesome, but photos on mobile using it will not save or take forever saving. Seems to just load forever. Storage is fine on my phone. I think it's a bug! Anyone know the reason for this?

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New Here ,
Oct 17, 2023 Oct 17, 2023

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How long does it take on average for the lens Blur early access to analyse your photo on windows 11 system 

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Community Expert ,
Oct 17, 2023 Oct 17, 2023

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It depends on your installed system components (how powerful they are) and the size of your image.

 

My System: Intel i7-8700K - 64GB RAM - NVidia Geforce RTX 3060 - Windows 10 Pro 22H2 -- LR-Classic 13.4 - Photoshop 25.9.1 - Nik Collection 7 - PureRAW 4 - Topaz PhotoAI 3

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New Here ,
Oct 17, 2023 Oct 17, 2023

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amateurs need it.

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New Here ,
Oct 17, 2023 Oct 17, 2023

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OUI

Cordialement
Claude Fievet
<email removed>

Mes Photos <>
Ma Généalogie sur Heredis: <>

 

[Moderator]

[personal information removed per policy - 

https://community.adobe.com/t5/adobe-community-professionals/email-signatures-and-personal-informati...

[This is a public forum, not Adobe support, please do not post personal information]

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New Here ,
Oct 17, 2023 Oct 17, 2023

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The Bokeh filter is nice but if you use it for business portraits, where you have to exactly match the images, the filter doesn't work. Each image is handled separately, the result doesn't match between the images. One images has blown out lights in the background, the other one doesn't. Also you have to work on any image for itself, what is a serious waste of time. So in the end, I can't use it and have to go back to Luminar, to let it do the Bokeh. 
I can't give you the sample images for DSGVO reasons. 

 

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New Here ,
Oct 17, 2023 Oct 17, 2023

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Buongiorno, ho appena iniziato ad utilizzare lo strumento sfuocato, ho notato che richiede molta CPU (io ho un I7 3.7GHZ e 32 Gb RAM) , a volte per piccole modifiche il sistema rallenta e la CPU va al 100% di utilizzo. Sicuramente su pc con meno hardware disponibile la situazione peggiora, questo aspetto è meglio ottimizzarlo.

Saluti

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Explorer ,
Oct 17, 2023 Oct 17, 2023

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Pois acho que é isso mesmo que tem acontecido com meu caso. Meu Lightroom anda muito lento não só no novo processo de desfoque de lente. Quando tento aplicar máscaras na fotografia, o sistema tenta encontrar pessoas e fica demasiadamente lento, chegando várias vezes a travar. Para sair do travamento só desligando por reset. Como podem criar novas ferramentas se os software e hardware de vários usuários ainda podem ter menos capacidade para as novas inclusões. Sou um usuário há anos do Adobe, com assinatura paga e vou ser obrigado a trocar o equipamento pq não consigo atuar nas novas opções? Não podem manter um processo que a máquina que você possui suporte?

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New Here ,
Oct 17, 2023 Oct 17, 2023

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I am finding lens blur very glitchy, my film strip often stops when I have applied lens blur

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New Here ,
Oct 17, 2023 Oct 17, 2023

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Maravilhoso !!!!! 

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New Here ,
Oct 17, 2023 Oct 17, 2023

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Great !

 

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Community Beginner ,
Oct 17, 2023 Oct 17, 2023

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this lens blur is not GOOD in so many ways. wont work , locks up, freezes. hopefully it will be fixed.

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Community Beginner ,
Oct 17, 2023 Oct 17, 2023

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Lens blur: This first test I performed seemed better than the Neural filter blur. Above all, I loved that it didn't blur the subject, although there is something white in the subject at the beginning if it has blurred it. The final result of this first time is very good, I have done it using 100% blur, perfect.

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Explorer ,
Oct 17, 2023 Oct 17, 2023

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der este Eindruck ist positiv, die Tiefen Unschärfe erscheint natürlich,

beim einzoomen in das Foto werden aber unsaubere Ränder sichtbar! beim nacharbeiten mit den 'Fokus' und 'Unschärfe' Pinseln wird die Arbeit aber immer langsammer ! je mehr ich nacharbeite desto mehr! nach jedem Maus Klick erscheint für mehrere Sekunden ein blackscrenn (manchmal auch ein weithscreen) ! die Ausarbeitung  dauert sehr lange, ich kann nicht erkennen ob das Programm noch arbeitet! teilweise dauert das auszoomen von 100%  in die Gesammtansicht mehrere Minuten!!!

 

Google Translation

The first impression is positive, the deep blur appears natural,

However, when I zoom in on the photo, dirty edges become visible! When I rework with the 'Focus' and 'Blur' brushes, the work gets slower and slower! the more I rework the more! After every mouse click, a black screen (sometimes also a wide screen) appears for several seconds! The development takes a very long time, I can't recognize whether the program is still working! Sometimes zooming out from 100% to the overall view takes several minutes!!!

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Explorer ,
Oct 20, 2023 Oct 20, 2023

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ich habe meine Raw Datei kopiert und diese in Camera Raw in in der gleichen weise Entwickelt wie zuvor in Lightroom Classic!
Das automatisch erzeugte Ergebnis sieht bei beiden Apps identisch aus!
Die Nachbearbeitung mit CR ging aber viel flüssiger und schneller und ohne längere Wartezeiten von statten!
Keinen Sekunden langen Black- oder White Screens!
Die Entwicklungszeit in CR hat etwa ein viertel der Zeit in Anspruch genommen als in LR !!
Wenn ich nun die LR bearbeitet Datei öffnen sehe ich als erstes wieder einen Black screen und weiter versuche der Bearbeitung produzieren beim jedem Mausklick zuerst wieder einen Black screen!
Ich hänge das mit CR bearbeitet Foto an!

Ich verstehe nicht wo die Unterschiede zwischen CR und LR liegen !!??

Grüße
Charly (Angelscan)

translation

I copied my raw file and developed it in Camera Raw in the same way as before in Lightroom Classic!
The automatically generated result looks identical in both apps!
Post-processing with CR was much smoother and quicker and without long waiting times!
No black or white screens that last for seconds!
The development time in CR took about a quarter of the time than in LR!!
When I now open the LR edited file, the first thing I see is a black screen again and further attempts to edit produce a black screen again with every mouse click!
I'm attaching the CR edited photo!

I don't understand what the differences are between CR and LR!!??

Greetings
Charly (Angelscan)

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Adobe Employee ,
Oct 20, 2023 Oct 20, 2023

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Could you share your system info via Lightroom>Help>System Info... Thanks.

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Explorer ,
Oct 21, 2023 Oct 21, 2023

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Lightroom Classic-Version: 13.0.1 [ 202310121438-d2af310c ]
Lizenz: Creative Cloud
Spracheinstellung: de
Betriebssystem: Windows 10 - Home Premium Edition
Version: 10.0.19045
Anwendungsarchitektur: x64
Systemarchitektur: x64
Anzahl logischer Prozessoren: 4
Prozessorgeschwindigkeit: 3,1GHz
SQLite-Version: 3.36.0
CPU-Auslastung: 75,0%
Integrierter Speicher: 16318,2 MB
Dedizierter GPU-Speicher, der von Lightroom verwendet wird: 3649,2MB / 6043,0MB (60%)
Für Lightroom verfügbarer phys. Speicher: 16318,2 MB
Von Lightroom verwendeter phys. Speicher: 7211,7 MB (44,1%)
Von Lightroom verwendeter virtueller Speicher: 12228,2 MB
Anzahl GDI-Objekte: 981
Anzahl BENUTZER-Objekte: 3408
Anzahl Prozess-Handles: 2655
Cache-Speichergröße: 69,6MB
Interne Camera Raw-Version: 16.0 [ 1677 ]
Maximale Anzahl Threads, die Camera Raw verwendet: 3
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
Virtueller Speicher in Camera Raw: 4612MB / 8159MB (56%)
Physischer Speicher in Camera Raw: 4986MB / 16318MB (30%)
DPI-Einstellung des Systems: 96 DPI
Desktop-Komposition aktiviert: Ja
Standardvorschaugröße: 1920 Pixel
Monitore/Anzeigegeräte: 1) 1920x1200, 2) 1920x1080
Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Nein, externe Toucheingabe: Nein, externer Stift: Nein, Tastatur: Nein

Informationen zum Grafikprozessor:
DirectX: NVIDIA GeForce GTX 1060 6GB (31.0.15.3699)
Anfangsstatus: GPU wird standardmäßig für die Bildverarbeitung unterstützt
Benutzerpräferenz: Automatisch

Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom Classic
Bibliothekspfad: B:\Fotos\Z6 II\2023\10_15_Südfriedhof 24-70Z\2023_10_15_Südfriedhof 24-70Z\2023_10_15_Südfriedhof 24-70Z.lrcat
Einstellungen-Ordner: C:\Users\User\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule:
1) AdobeStock
2) DENOISE projects standard
3) DxO PhotoLab 6
4) DxO PhotoLab 6 Importer
5) DxO PureRAW 3
6) DxO PureRAW 3 Importer
7) Flickr
8) HDR projects 4 professional
9) Helicon Focus Export
10) LogiOptions
11) Nik 6 HDR Efex
12) Nikon Tether-Zusatzmodul
13) ON1 NoNoise AI 2022
14) Plug-in-Parameter
15) Show Focus Points

Config.lua-Flags: None

Adapter Nr. 1: Anbieter : 10de
Gerät : 1c03
Subsystem : 85ae1043
Version : a1
Grafikspeicher : 6043
Adapter Nr. 2: Anbieter : 1414
Gerät : 8c
Subsystem : 0
Version : 0
Grafikspeicher : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Lautsprecher (Realtek High Definition Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x83
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 536.99
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

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