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Hmm, that's an interesting point. I'll look into it and see if I can think of a solution - but currently, it's inherent in the way the shader works that it depends on the screen resolution (you'd see the same thing with the Gaussian Blur shader), so dynamically changing the kernel size probably *is* the workaround. Basically, I think it would potentially require a complete rethink of how the shader works to decouple the effect from resolution.