<stringtable>
<!------------------------------ FX ------------------------------------------->
<item>"addFx" "Add" </item>
<item>"addFx.value" "Intensity" </item>
<item>"blendFx" "Cross Dissolve" </item>
<item>"blendFx.value" "Intensity" </item>
<item>"colorBurnFx" "Color Burn" </item>
<item>"colorDodgeFx" "Color Dodge" </item>
<item>"multFx" "Multiply" </item>
<item>"multFx.value" "Intensity" </item>
<item>"multFx.matte" "Alpha" </item>
<item>"screenFx" "Screen" </item>
<item>"subFx" "Subtract" </item>
<item>"subFx.matte" "Alpha" </item>
<item>"STD_toneCurveFx" "Curves" </item>
<item>"STD_toneCurveFx.curve" "" </item>
<item>"STD_adjustLevelsFx" "Adjust Levels" </item>
<item>"STD_adjustLevelsFx.in_rgb" "RGB Input" </item>
<item>"STD_adjustLevelsFx.out_rgb" "RGB Output" </item>
<item>"STD_adjustLevelsFx.in_r" "Red Input" </item>
<item>"STD_adjustLevelsFx.out_r" "Red Output" </item>
<item>"STD_adjustLevelsFx.in_g" "Green Input" </item>
<item>"STD_adjustLevelsFx.out_g" "Green Output" </item>
<item>"STD_adjustLevelsFx.in_b" "Blue Input" </item>
<item>"STD_adjustLevelsFx.out_b" "Blue Output" </item>
<item>"STD_adjustLevelsFx.in_m" "Alpha Input" </item>
<item>"STD_adjustLevelsFx.out_m" "Alpha Output" </item>
<item>"STD_adjustLevelsFx.gamma_rgb" "RGB Gamma" </item>
<item>"STD_adjustLevelsFx.gamma_r" "Red Gamma" </item>
<item>"STD_adjustLevelsFx.gamma_g" "Green Gamma" </item>
<item>"STD_adjustLevelsFx.gamma_b" "Blue Gamma" </item>
<item>"STD_adjustLevelsFx.gamma_m" "Alpha Gamma" </item>
<item>"STD_backlitFx" "Backlit" </item>
<item>"STD_backlitFx.value" "Intensity" </item>
<item>"STD_backlitFx.color" "Color" </item>
<item>"STD_backlitFx.fade" "Fade" </item>
<item>"STD_blurFx" "Blur" </item>
<item>"STD_blurFx.value" "Value" </item>
<item>"STD_blurFx.spread" "Spread" </item>
<item>"STD_despeckleFx" "Despeckle" </item>
<item>"STD_despeckleFx.size" "Size" </item>
<item>"STD_despeckleFx.detect_speckles_on" "Detect On" </item>
<item>"STD_directionalBlurFx" "Directional Blur" </item>
<item>"STD_directionalBlurFx.angle" "Angle" </item>
<item>"STD_directionalBlurFx.intensity" "Intensity" </item>
<item>"STD_directionalBlurFx.bidirectional" "Bidirectional" </item>
<item>"STD_directionalBlurFx.spread" "Spread" </item>
<item>"STD_brightContFx" "Brightness Contrast" </item>
<item>"STD_brightContFx.brightness""Brightness" </item>
<item>"STD_brightContFx.contrast" "Contrast" </item>
<item>"STD_bodyHighLightFx" "Body Highlight" </item>
<item>"STD_bodyHighLightFx.mode" "Mode" </item>
<item>"STD_bodyHighLightFx.point" "Offset X" </item>
<item>"STD_bodyHighLightFx.transparency" "Transparency" </item>
<item>"STD_bodyHighLightFx.blur" "Blur" </item>
<item>"STD_bodyHighLightFx.color" "Color" </item>
<item>"STD_bodyHighLightFx.invert" "Invert" </item>
<item>"STD_castShadowFx" "Cast Shadow" </item>
<item>"STD_castShadowFx.distort_type" "Mode" </item>
<item>"STD_castShadowFx.bottom_left_a" "Bottom Left X" </item>
<item>"STD_castShadowFx.bottom_left_b" "Bottom Left X" </item>
<item>"STD_castShadowFx.bottom_right_a" "Bottom Right X" </item>
<item>"STD_castShadowFx.bottom_right_b" "Bottom Right X" </item>
<item>"STD_castShadowFx.top_right_a" "Top Right X" </item>
<item>"STD_castShadowFx.top_right_b" "Top Right X" </item>
<item>"STD_castShadowFx.top_left_a" "Top Left X" </item>
<item>"STD_castShadowFx.top_left_b" "Top Left X" </item>
<item>"STD_castShadowFx.deactivate" " Deactivate" </item>
<item>"STD_castShadowFx.color" "Color" </item>
<item>"STD_castShadowFx.fade" "Fade" </item>
<item>"STD_castShadowFx.up_transp" "Top Transp" </item>
<item>"STD_castShadowFx.down_transp" "Bottom Transp" </item>
<item>"STD_castShadowFx.up_blur" "Top Blur" </item>
<item>"STD_castShadowFx.down_blur" "Bottom Blur" </item>
<item>"STD_changeColorFx" "Change Color" </item>
<item>"STD_changeColorFx.range" "Range" </item>
<item>"STD_changeColorFx.falloff" "Falloff" </item>
<item>"STD_changeColorFx.from_color" "FromColor"</item>
<item>"STD_changeColorFx.to_color" "ToColor" </item>
<item>"STD_channelMixerFx" "Channel Mixer" </item>
<item>"STD_channelMixerFx.red_to_red" "Red to Red" </item>
<item>"STD_channelMixerFx.green_to_red" "Green to Red" </item>
<item>"STD_channelMixerFx.blue_to_red" "Blue to Red" </item>
<item>"STD_channelMixerFx.matte_to_red" "Alpha to Red" </item>
<item>"STD_channelMixerFx.red_to_green" "Red to Green" </item>
<item>"STD_channelMixerFx.green_to_green" "Green to Green" </item>
<item>"STD_channelMixerFx.blue_to_green" "Blue to Green" </item>
<item>"STD_channelMixerFx.matte_to_green" "Alpha to Green" </item>
<item>"STD_channelMixerFx.red_to_blue" "Red to Blue" </item>
<item>"STD_channelMixerFx.green_to_blue" "Green to Blue" </item>
<item>"STD_channelMixerFx.blue_to_blue" "Blue to Blue" </item>
<item>"STD_channelMixerFx.matte_to_blue" "Alpha to Blue" </item>
<item>"STD_channelMixerFx.red_to_matte" "Red to Alpha" </item>
<item>"STD_channelMixerFx.green_to_matte" "Green to Alpha" </item>
<item>"STD_channelMixerFx.blue_to_matte" "Blue to Alpha" </item>
<item>"STD_channelMixerFx.matte_to_matte" "Alpha to Alpha" </item>
<item>"STD_cloudsFx" "Clouds" </item>
<item>"STD_cloudsFx.type" "Type" </item>
<item>"STD_cloudsFx.size" "Size" </item>
<item>"STD_cloudsFx.min" "Min" </item>
<item>"STD_cloudsFx.max" "Max" </item>
<item>"STD_cloudsFx.evolution" "Evolution" </item>
<item>"STD_cloudsFx.colors" "Colors" </item>
<item>"STD_colorEmbossFx" "Color Emboss" </item>
<item>"STD_colorEmbossFx.intensity" "Intensity" </item>
<item>"STD_colorEmbossFx.elevation" "Distance" </item>
<item>"STD_colorEmbossFx.direction" "Direction" </item>
<item>"STD_colorEmbossFx.radius" "Radius" </item>
<item>"STD_cornerPinFx" "Pinned Texture" </item>
<item>"STD_cornerPinFx.distort_type" "Mode" </item>
<item>"STD_cornerPinFx.mode" "Mode" </item>
<item>"STD_cornerPinFx.value" "Value" </item>
<item>"STD_cornerPinFx.keep" "Action" </item>
<item>"STD_cornerPinFx.bottom_left_a" "Bottom Left X" </item>
<item>"STD_cornerPinFx.bottom_left_b" "Bottom Left X" </item>
<item>"STD_cornerPinFx.bottom_right_a" "Bottom Right X" </item>
<item>"STD_cornerPinFx.bottom_right_b" "Bottom Right X" </item>
<item>"STD_cornerPinFx.top_right_a" "Top Right X" </item>
<item>"STD_cornerPinFx.top_right_b" "Top Right X" </item>
<item>"STD_cornerPinFx.top_left_a" "Top Left X" </item>
<item>"STD_cornerPinFx.top_left_b" "Top Left X" </item>
<item>"STD_cornerPinFx.deactivate" " Deactivate" </item>
<item>"STD_cornerPinFx.pattern" "Pattern" </item>
<item>"STD_diamondGradientFx" "Diamond Gradient" </item>
<item>"STD_diamondGradientFx.colors" "Colors" </item>
<item>"STD_diamondGradientFx.size" "Size" </item>
<item>"STD_dissolveFx" "Dissolve" </item>
<item>"STD_dissolveFx.intensity" "Intensity" </item>
<item>"STD_embossFx" "Emboss" </item>
<item>"STD_embossFx.intensity" "Intensity" </item>
<item>"STD_embossFx.elevation" "Distance" </item>
<item>"STD_embossFx.direction" "Direction" </item>
<item>"STD_embossFx.radius" "Radius" </item>
<item>"STD_sharpenFx" "Sharpen" </item>
<item>"STD_sharpenFx.intensity" "Intensity" </item>
<item>"STD_externalPaletteFx" "External Palette" </item>
<item>"STD_fadeFx" "Transparency" </item>
<item>"STD_fadeFx.value" "Intensity" </item>
<item>"STD_fourPointsGradientFx" "Four Points" </item>
<item>"STD_fourPointsGradientFx.Point_1" "Point 1 X" </item>
<item>"STD_fourPointsGradientFx.Color_1" "Color 1" </item>
<item>"STD_fourPointsGradientFx.Point_2" "Point 2 X" </item>
<item>"STD_fourPointsGradientFx.Color_2" "Color 2" </item>
<item>"STD_fourPointsGradientFx.Point_3" "Point 3 X" </item>
<item>"STD_fourPointsGradientFx.Color_3" "Color 3" </item>
<item>"STD_fourPointsGradientFx.Point_4" "Point 4 X" </item>
<item>"STD_fourPointsGradientFx.Color_4" "Color 4" </item>
<item>"STD_freeDistortFx" "Free Distort" </item>
<item>"STD_freeDistortFx.distort_type" "Mode" </item>
<item>"STD_freeDistortFx.bottom_left_a" "Bottom Left X" </item>
<item>"STD_freeDistortFx.bottom_left_b" "Bottom Left X" </item>
<item>"STD_freeDistortFx.bottom_right_a" "Bottom Right X" </item>
<item>"STD_freeDistortFx.bottom_right_b" "Bottom Right X" </item>
<item>"STD_freeDistortFx.top_right_a" "Top Right X" </item>
<item>"STD_freeDistortFx.top_right_b" "Top Right X" </item>
<item>"STD_freeDistortFx.top_left_a" "Top Left X" </item>
<item>"STD_freeDistortFx.top_left_b" "Top Left X" </item>
<item>"STD_freeDistortFx.deactivate" " Deactivate" </item>
<item>"STD_gammaFx" "Gamma" </item>
<item>"STD_gammaFx.value" "Value" </item>
<item>"STD_colorRaylitFx" "Color Raylit" </item>
<item>"STD_colorRaylitFx.p" "Center X" </item>
<item>"STD_colorRaylitFx.z" "Distance" </item>
<item>"STD_colorRaylitFx.intensity" "Intensity" </item>
<item>"STD_colorRaylitFx.decay" "Decay" </item>
<item>"STD_colorRaylitFx.smoothness" "Smoothness" </item>
<item>"STD_colorRaylitFx.radius" "Radius" </item>
<item>"STD_colorRaylitFx.includeInput" "Keep Image" </item>
<item>"STD_erodeDilateFx" "Erode/Dilate" </item>
<item>"STD_erodeDilateFx.radius" "Radius" </item>
<item>"STD_erodeDilateFx.type" "Type" </item>
<item>"STD_glowFx" "Glow" </item>
<item>"STD_glowFx.value" "Blur" </item>
<item>"STD_glowFx.brightness" "Brightness" </item>
<item>"STD_glowFx.color" "Color" </item>
<item>"STD_glowFx.fade" "Fade" </item>
<item>"STD_hsvAdjustFx" "HSVAdjust" </item>
<item>"STD_hsvAdjustFx.hue" "Hue" </item>
<item>"STD_hsvAdjustFx.saturation" "Saturation" </item>
<item>"STD_hsvAdjustFx.value" "Value" </item>
<item>"STD_hsvKeyFx" "HSV Key" </item>
<item>"STD_hsvKeyFx.h" "Hue" </item>
<item>"STD_hsvKeyFx.s" "Saturation" </item>
<item>"STD_hsvKeyFx.v" "Value" </item>
<item>"STD_hsvKeyFx.h_range" "H Range" </item>
<item>"STD_hsvKeyFx.s_range" "S Range" </item>
<item>"STD_hsvKeyFx.v_range" "V Range" </item>
<item>"STD_hsvKeyFx.invert" "Invert" </item>
<item>"STD_hsvScaleFx" "HSV Scale" </item>
<item>"STD_hsvScaleFx.hue" "Hue" </item>
<item>"STD_hsvScaleFx.saturation" "Saturation" </item>
<item>"STD_hsvScaleFx.value" "Value" </item>
<item>"STD_hsvScaleFx.hue_scale" "Hue Scale" </item>
<item>"STD_hsvScaleFx.saturation_scale" "Saturation Scale" </item>
<item>"STD_hsvScaleFx.value_scale" "Value Scale" </item>
<item>"STD_kaleidoFx" "Kaleido" </item>
<item>"STD_kaleidoFx.center" "Center X" </item>
<item>"STD_kaleidoFx.angle" "Angle" </item>
<item>"STD_kaleidoFx.count" "Count" </item>
<item>"STD_lightSpotFx" "Light Spot" </item>
<item>"STD_lightSpotFx.softness" "Softness" </item>
<item>"STD_lightSpotFx.a" "Width" </item>
<item>"STD_lightSpotFx.b" "Height" </item>
<item>"STD_lightSpotFx.color" "Color" </item>
<item>"STD_linearGradientFx" "Linear Gradient" </item>
<item>"STD_linearGradientFx.period" "Size" </item>
<item>"STD_linearGradientFx.wave_amplitude" "Amplitude" </item>
<item>"STD_linearGradientFx.wave_frequency" "Frequency" </item>
<item>"STD_linearGradientFx.wave_phase" "Phase" </item>
<item>"STD_linearGradientFx.color1" "Color 1" </item>
<item>"STD_linearGradientFx.color2" "Color 2" </item>
<item>"STD_linearGradientFx.curveType" "Type" </item>
<item>"STD_linearWaveFx" "Linear Wave" </item>
<item>"STD_linearWaveFx.period" "Period" </item>
<item>"STD_linearWaveFx.count" "Quantity" </item>
<item>"STD_linearWaveFx.cycle" "Phase" </item>
<item>"STD_linearWaveFx.amplitude" "Amplitude" </item>
<item>"STD_linearWaveFx.frequency" "Frequency" </item>
<item>"STD_linearWaveFx.phase" "Cycle" </item>
<item>"STD_linearWaveFx.angle" "Angle" </item>
<item>"STD_linearWaveFx.intensity" "Intensity" </item>
<item>"STD_linearWaveFx.sensitivity" "Sensitivity" </item>
<item>"STD_linearWaveFx.sharpen" "Sharpen" </item>
<item>"STD_mosaicFx" "Mosaic" </item>
<item>"STD_mosaicFx.size" "Size" </item>
<item>"STD_mosaicFx.distance" "Distance" </item>
<item>"STD_mosaicFx.bg_color" "BG Color" </item>
<item>"STD_mosaicFx.shape" "Shape" </item>
<item>"STD_multiLinearGradientFx" "Multi Linear Gradient" </item>
<item>"STD_multiLinearGradientFx.period" "Period" </item>
<item>"STD_multiLinearGradientFx.count" "Quantity" </item>
<item>"STD_multiLinearGradientFx.cycle" "Cycle" </item>
<item>"STD_multiLinearGradientFx.wave_amplitude" "Amplitude" </item>
<item>"STD_multiLinearGradientFx.wave_frequency" "Frequency" </item>
<item>"STD_multiLinearGradientFx.wave_phase" "Phase" </item>
<item>"STD_multiLinearGradientFx.colors" "Colors" </item>
<item>"STD_multiLinearGradientFx.curveType" "Type" </item>
<item>"STD_localBlurFx" "Local Blur" </item>
<item>"STD_localBlurFx.value" "Intensity" </item>
<item>"STD_localTransparencyFx" "Local Transparency" </item>
<item>"STD_localTransparencyFx.value" "Intensity" </item>
<item>"STD_motionBlurFx" "Motion Blur" </item>
<item>"STD_motionBlurFx.intensity" "Intensity" </item>
<item>"STD_motionBlurFx.spread" "Spread" </item>
<item>"STD_multiToneFx" "Multitone" </item>
<item>"STD_multiToneFx.colors" "Colors" </item>
<item>"STD_noiseFx" "Noise" </item>
<item>"STD_noiseFx.Intensity" "Intensity" </item>
<item>"STD_noiseFx.Red" "Red" </item>
<item>"STD_noiseFx.Green" "Green" </item>
<item>"STD_noiseFx.Blue" "Blue" </item>
<item>"STD_noiseFx.Black_White" "Black & White" </item>
<item>"STD_noiseFx.Animate" "Random Animation" </item>
<item>"STD_nothingFx" "Pass Through" </item>
<item>"STD_paletteFilterFx" "Palette Filter" </item>
<item>"STD_paletteFilterFx.keep" "Action" </item>
<item>"STD_paletteFilterFx.type" "Apply To" </item>
<item>"STD_perlinNoiseFx" "Perlin Noise" </item>
<item>"STD_perlinNoiseFx.size" "Size" </item>
<item>"STD_perlinNoiseFx.type" "Type" </item>
<item>"STD_perlinNoiseFx.evolution" "Evolution" </item>
<item>"STD_perlinNoiseFx.intensity" "Intensity" </item>
<item>"STD_perlinNoiseFx.offsetx" "Horiz Offset" </item>
<item>"STD_perlinNoiseFx.offsety" "Vert Offset" </item>
<item>"STD_perlinNoiseFx.matte" "Alpha" </item>
<item>"STD_posterizeFx" "Posterize" </item>
<item>"STD_posterizeFx.levels" "Levels" </item>
<item>"STD_premultiplyFx" "Premultiply" </item>
<item>"STD_radialBlurFx" "Radial Blur" </item>
<item>"STD_radialBlurFx.point" "Center X" </item>
<item>"STD_radialBlurFx.radius" "Radius" </item>
<item>"STD_radialBlurFx.blur" "Blur" </item>
<item>"STD_radialGradientFx" "Radial Gradient" </item>
<item>"STD_radialGradientFx.period" "Outer Size" </item>
<item>"STD_radialGradientFx.innerperiod" "Inner Size" </item>
<item>"STD_radialGradientFx.color1" "Color 1" </item>
<item>"STD_radialGradientFx.color2" "Color 2" </item>
<item>"STD_radialGradientFx.curveType" "Type" </item>
<item>"STD_randomWaveFx" "Random Wave" </item>
<item>"STD_randomWaveFx.evolution" "Evolution" </item>
<item>"STD_randomWaveFx.positionx" "Position X" </item>
<item>"STD_randomWaveFx.positiony" "Position Y" </item>
<item>"STD_randomWaveFx.intensity" "Intensity" </item>
<item>"STD_randomWaveFx.sensitivity" "Sensitivity" </item>
<item>"STD_randomWaveFx.sharpen" "Sharpen" </item>
<item>"STD_rippleFx" "Ripple" </item>
<item>"STD_rippleFx.period" "Period" </item>
<item>"STD_rippleFx.count" "Quantity" </item>
<item>"STD_rippleFx.cycle" "Cycle" </item>
<item>"STD_rippleFx.center" "Center X" </item>
<item>"STD_rippleFx.scalex" "Scale X" </item>
<item>"STD_rippleFx.scaley" "Scale Y" </item>
<item>"STD_rippleFx.angle" "Angle" </item>
<item>"STD_rippleFx.intensity" "Intensity" </item>
<item>"STD_rippleFx.sensitivity" "Sensitivity" </item>
<item>"STD_rippleFx.sharpen" "Sharpen" </item>
<item>"STD_rotationalBlurFx" "Spin Blur" </item>
<item>"STD_rotationalBlurFx.point" "Center X" </item>
<item>"STD_rotationalBlurFx.radius" "Radius" </item>
<item>"STD_rotationalBlurFx.blur" "Blur" </item>
<item>"STD_multiRadialGradientFx" "Multi Radial Gradient" </item>
<item>"STD_multiRadialGradientFx.period" "Period" </item>
<item>"STD_multiRadialGradientFx.count" "Quantity" </item>
<item>"STD_multiRadialGradientFx.cycle" "Cycle" </item>
<item>"STD_multiRadialGradientFx.colors" "Colors" </item>
<item>"STD_multiRadialGradientFx.curveType" "Type" </item>
<item>"STD_raylitFx" "Raylit" </item>
<item>"STD_raylitFx.p" "Center X" </item>
<item>"STD_raylitFx.z" "Distance" </item>
<item>"STD_raylitFx.color" "Color" </item>
<item>"STD_raylitFx.intensity" "Intensity" </item>
<item>"STD_raylitFx.decay" "Decay" </item>
<item>"STD_raylitFx.smoothness" "Smoothness" </item>
<item>"STD_raylitFx.radius" "Radius" </item>
<item>"STD_raylitFx.includeInput" "Keep Image" </item>
<item>"STD_raylitFx.invert" "Invert" </item>
<item>"STD_rgbKeyFx" "RGB Key" </item>
<item>"STD_rgbKeyFx.color" "Color" </item>
<item>"STD_rgbKeyFx.r_range" "Red Range" </item>
<item>"STD_rgbKeyFx.g_range" "Green Range" </item>
<item>"STD_rgbKeyFx.b_range" "Blue Range" </item>
<item>"STD_rgbKeyFx.invert" "Invert" </item>
<item>"STD_rgbmCutFx" "RGBA Cut" </item>
<item>"STD_rgbmCutFx.r_range" "Red" </item>
<item>"STD_rgbmCutFx.g_range" "Green" </item>
<item>"STD_rgbmCutFx.b_range" "Blue" </item>
<item>"STD_rgbmCutFx.m_range" "Alpha" </item>
<item>"STD_rgbmScaleFx" "RGBA Scale" </item>
<item>"STD_rgbmScaleFx.red" "Red" </item>
<item>"STD_rgbmScaleFx.green" "Green" </item>
<item>"STD_rgbmScaleFx.blue" "Blue" </item>
<item>"STD_rgbmScaleFx.matte" "Alpha" </item>
<item>"STD_rgbmFadeFx" "RGB Fade" </item>
<item>"STD_rgbmFadeFx.color" "Color" </item>
<item>"STD_rgbmFadeFx.intensity" "Intensity" </item>
<item>"STD_saltpepperNoiseFx" "Salt Pepper Noise" </item>
<item>"STD_saltpepperNoiseFx.Intensity" "Intensity" </item>
<item>"STD_saltpepperNoiseFx.Animate" "Random Animation" </item>
<item>"STD_solarizeFx" "Solarize" </item>
<item>"STD_solarizeFx.maximum" "Intensity" </item>
<item>"STD_solarizeFx.peak_edge" "Peak Edge" </item>
<item>"STD_spiralFx" "Spiral" </item>
<item>"STD_spiralFx.type" "Type" </item>
<item>"STD_spiralFx.freq" "Frequency" </item>
<item>"STD_spiralFx.phase" "Phase" </item>
<item>"STD_spiralFx.colors" "Colors" </item>
<item>"STD_squareGradientFx" "Square Gradient" </item>
<item>"STD_squareGradientFx.colors" "Colors" </item>
<item>"STD_squareGradientFx.size" "Size" </item>
<item>"STD_targetSpotFx" "Target Spot" </item>
<item>"STD_targetSpotFx.z" "Distance" </item>
<item>"STD_targetSpotFx.angle" "Angle" </item>
<item>"STD_targetSpotFx.decay" "Decay" </item>
<item>"STD_targetSpotFx.sizeX" "Width" </item>
<item>"STD_targetSpotFx.sizeY" "Height" </item>
<item>"STD_targetSpotFx.color" "Color" </item>
<item>"STD_textureFx" "Texture" </item>
<item>"STD_textureFx.indexes" "Indexes" </item>
<item>"STD_textureFx.keep" "Action" </item>
<item>"STD_textureFx.mode" "Mode" </item>
<item>"STD_textureFx.value" "Value" </item>
<item>"STD_tileFx" "Tile" </item>
<item>"STD_tileFx.mode" "Mode" </item>
<item>"STD_tileFx.xMirror" "Mirror Horizontally" </item>
<item>"STD_tileFx.yMirror""Mirror Vertically" </item>
<item>"STD_tileFx.margin" "Margin" </item>
<item>"STD_unmultiplyFx" "Unmultiply" </item>
<item>"STD_warpFx" "Warp" </item>
<item>"STD_warpFx.intensity" "Intensity" </item>
<item>"STD_warpFx.sensitivity" "Size" </item>
<item>"STD_warpFx.sharpen" "Sharpen" </item>
<!------------------------------ Sandor FX ---------------------------------------------->
<item>"STD_blendTzFx" "Color Blending" </item>
<item>"STD_blendTzFx.Color_Index" "Color indexes" </item>
<item>"STD_blendTzFx.Smoothness" "Smoothness" </item>
<item>"STD_blendTzFx.Amount" "Intensity" </item>
<item>"STD_blendTzFx.noBlending" "No Blending over Other Colors" </item>
<item>"STD_calligraphicFx" "Calligraphic Line" </item>
<item>"STD_calligraphicFx.Color_Index" "Color Indexes" </item>
<item>"STD_calligraphicFx.Thickness" "Thickness" </item>
<item>"STD_calligraphicFx.Accuracy" "Smoothness" </item>
<item>"STD_calligraphicFx.Noise" "Noise" </item>
<item>"STD_calligraphicFx.Horizontal" "Horizontal" </item>
<item>"STD_calligraphicFx.upWDiagonal" "Up Diagonal" </item>
<item>"STD_calligraphicFx.Vertical" "Vertical" </item>
<item>"STD_calligraphicFx.doWDiagonal" "Down Diagonal" </item>
<item>"STD_outBorderFx" "Outline" </item>
<item>"STD_outBorderFx.Thickness" "Thickness" </item>
<item>"STD_outBorderFx.Accuracy" "Smoothness" </item>
<item>"STD_outBorderFx.Noise" "Noise" </item>
<item>"STD_outBorderFx.Horizontal" "Horizontal" </item>
<item>"STD_outBorderFx.upWDiagonal" "Up Diagonal" </item>
<item>"STD_outBorderFx.Vertical" "Vertical" </item>
<item>"STD_outBorderFx.doWDiagonal" "Down Diagonal" </item>
<item>"STD_artContourFx" "Art Contour" </item>
<item>"STD_artContourFx.Color_Index" "Color Indexes" </item>
<item>"STD_artContourFx.Keep_color" "Keep Color" </item>
<item>"STD_artContourFx.Keep_Line" "Keep Line" </item>
<item>"STD_artContourFx.Include_Alpha" "Include Alpha" </item>
<item>"STD_artContourFx.Density" "Density" </item>
<item>"STD_artContourFx.Distance" "Distance" </item>
<item>"STD_artContourFx.Randomness" "Absolute Orientation" </item>
<item>"STD_artContourFx.Orientation" "Orientation" </item>
<item>"STD_artContourFx.Size" "Size" </item>
<item>"STD_cornerPinFx.indexes" "Color Indexes" </item>
<item>"STD_paletteFilterFx.indexes" "Color Indexes" </item>
<!------------------------------ Shader FXS ---------------------------------------------->
<item>"SHADER_caustics" "Caustics" </item>
<item>"SHADER_caustics.color" "Water Color" </item>
<item>"SHADER_caustics.time" "Evolution" </item>
<item>"SHADER_fireball" "Fireball" </item>
<item>"SHADER_fireball.color1" "Color 1" </item>
<item>"SHADER_fireball.color2" "Color 2" </item>
<item>"SHADER_fireball.detail" "Detail" </item>
<item>"SHADER_fireball.time" "Evolution" </item>
<item>"SHADER_glitter" "Glitter" </item>
<item>"SHADER_glitter.threshold" "Threshold" </item>
<item>"SHADER_glitter.brightness" "Brightness" </item>
<item>"SHADER_glitter.radius" "Radius" </item>
<item>"SHADER_glitter.angle" "Angle" </item>
<item>"SHADER_glitter.halo" "Halo" </item>
<item>"SHADER_starsky" "Star Sky" </item>
<item>"SHADER_starsky.color" "Cloud Color" </item>
<item>"SHADER_starsky.time" "Evolution" </item>
<item>"SHADER_starsky.brightness" "Brightness" </item>
<item>"SHADER_sunflare" "Sun Flare" </item>
<item>"SHADER_sunflare.color" "Color" </item>
<item>"SHADER_sunflare.angle" "Angle" </item>
<item>"SHADER_sunflare.blades" "Rays" </item>
<item>"SHADER_sunflare.intensity" "Intensity" </item>
<item>"SHADER_sunflare.bias" "Bias" </item>
<item>"SHADER_sunflare.sharpness" "Sharpness" </item>
<item>"SHADER_wavy" "Wavy" </item>
<item>"SHADER_wavy.color1" "Color 1" </item>
<item>"SHADER_wavy.color2" "Color 2" </item>
<item>"SHADER_wavy.time" "Evolution" </item>
<item>"SHADER_radialblurGPU" "GPU Radial Blur" </item>
<item>"SHADER_radialblurGPU.center" "Center" </item>
<item>"SHADER_radialblurGPU.radius" "Safe Radius" </item>
<item>"SHADER_radialblurGPU.blur" "Blur Factor" </item>
<item>"SHADER_spinblurGPU" "GPU Spin Blur" </item>
<item>"SHADER_spinblurGPU.center" "Center" </item>
<item>"SHADER_spinblurGPU.radius" "Safe Radius" </item>
<item>"SHADER_spinblurGPU.blur" "Blur" </item>
<item>"SHADER_HSLBlendGPU" "GPU HSL Blend" </item>
<item>"SHADER_HSLBlendGPU.bhue" "Hue" </item>
<item>"SHADER_HSLBlendGPU.bsat" "Saturation" </item>
<item>"SHADER_HSLBlendGPU.blum" "Luminosity" </item>
<item>"SHADER_HSLBlendGPU.balpha" "Opacity" </item>
<item>"SHADER_HSLBlendGPU.bmask" "Clipping Mask" </item>
<!---------------------------------------------------------------------------------------->
<item>"T3K_t3kCompositorFx" "T3kCompositor"</item>
<item>"ZBASE_drawmaskFx" "DrawMask" </item>
<item>"ZBASE_drawmaskFx.OutlineOnly" "OutlineOnly" </item>
<item>"ZBASE_masklayer" "MaskLayer" </item>
<item>"ZBASE_masklayer.feather" "Feather" </item>
<item>"ZBASE_masklayer.invert" "Invert" </item>
<item>"ZBASE_masklayer.mode" "Mode" </item>
<item>"ZBASE_masklayer.antialias" "Antialias" </item>
<item>"ZBASE_paintFx" "Paint" </item>
<item>"ZCOMP_TrackerFx" "Tracker"</item>
<item>"ZCOMP_TrackerFx.inputPoint" "InPoint"</item>
<item>"ZCOMP_TrackerFx.outputPoint" "OutPoint"</item>
<item>"ZCOMP_affineGlFx" "AffineGl"</item>
<item>"ZCOMP_affineGlFx.xPos" "xPos"</item>
<item>"ZCOMP_affineGlFx.yPos" "yPos"</item>
<item>"ZCOMP_affineGlFx.zRot" "zRot"</item>
<item>"ZCOMP_affineGlFx.xCenter" "xCenter"</item>
<item>"ZCOMP_affineGlFx.yCenter" "yCenter"</item>
<item>"ZCOMP_affineGlFx.xScale" "xScale"</item>
<item>"ZCOMP_affineGlFx.yScale" "yScale"</item>
<item>"ZCOMP_blueGreenKeyer" "ChromaKeyer"</item>
<item>"ZCOMP_blueGreenKeyer.outputMode" "OutputMode"</item>
<item>"ZCOMP_blueGreenKeyer.keyColor" "Color"</item>
<item>"ZCOMP_blueGreenKeyer.fgFilter" "FgFilter"</item>
<item>"ZCOMP_blueGreenKeyer.bgFilter" "BgFilter"</item>
<item>"ZCOMP_blueGreenKeyer.a2" "a2"</item>
<item>"ZCOMP_blueGreenKeyer.dilate" "Dilate"</item>
<item>"ZCOMP_blueGreenKeyer.fgThreshold" "FgThreshold"</item>
<item>"ZCOMP_blueGreenKeyer.bgThreshold" "BgThreshold"</item>
<item>"ZCOMP_blueGreenKeyer.blurRadius" "Blur"</item>
<item>"ZCOMP_blueGreenKeyer.erodeRadius" "Erode"</item>
<item>"ZCOMP_blueGreenKeyer.accuracy" "Accuracy"</item>
<item>"ZCOMP_blueGreenKeyer.spillSuppression" "SpillSuppression"</item>
<item>"ZCOMP_blueGreenKeyer.showSegmentation" "ShowSegmentation"</item>
<item>"ZCOMP_blueGreenKeyer.fgCorrection" "FgCorrection"</item>
<item>"ZCOMP_blueGreenKeyer.bgCorrection" "BgCorrection"</item>
<item>"ZCOMP_blueGreenKeyer.correctionThreshold" "CorrectionThreshold"</item>
<item>"ZCOMP_blueGreenKeyer.fgRadius" "FgRadius"</item>
<item>"ZCOMP_blueGreenKeyer.bgRadius" "BgRadius"</item>
<item>"ZCOMP_lumaKeyer" "LumaKeyer"</item>
<item>"ZCOMP_lumaKeyer.OpacityLower" "Opacity Min"</item>
<item>"ZCOMP_lumaKeyer.OpacityUpper" "Opacity Max"</item>
<item>"ZCOMP_lumaKeyer.TransparencyLower" "Transparency Min"</item>
<item>"ZCOMP_lumaKeyer.TransparencyUpper" "Transparency Max"</item>
<item>"ZCOMP_lumaKeyer.blurRadius" "Blur"</item>
<item>"ZCOMP_lumaKeyer.erodeRadius" "Erode"</item>
<item>"ZCOMP_spillSuppress" "SpillSuppress"</item>
<item>"ZCOMP_spillSuppress.color" "Color"</item>
<item>"ZCOMP_zMultiLayerFx" "MultiLayer"</item>
<item>"ZCOMP_zMultiLayerFx.param0" "Mode"</item>
<item>"ZCOMP_zStabilizerFx" "Stabilyzer"</item>
<item>"ZCOMP_zStabilizerFx.a" "a"</item>
<item>"ZCOMP_zStabilizerFx.a_w" "a_w"</item>
<item>"ZCOMP_zStabilizerFx.a_h" "a_h"</item>
<item>"ZCOMP_zStabilizerFx.a_status" "a_status"</item>
<item>"ZCOMP_zStabilizerFx.b" "b"</item>
<item>"ZCOMP_zStabilizerFx.b_w" "b_w"</item>
<item>"ZCOMP_zStabilizerFx.b_h" "b_h"</item>
<item>"ZCOMP_zStabilizerFx.b_status" "b_status"</item>
<item>"ZCOMP_zStabilizerFx.c" "c"</item>
<item>"ZCOMP_zStabilizerFx.c_w" "c_w"</item>
<item>"ZCOMP_zStabilizerFx.c_h" ""</item>
<item>"ZCOMP_zStabilizerFx.c_status" "c_status"</item>
<item>"ZCOMP_zStabilizerFx.interp_a" "interp_a"</item>
<item>"ZCOMP_zStabilizerFx.interp_b" "interp_b"</item>
<item>"ZCOMP_zStabilizerFx.interp_c" "interp_c"</item>
<item>"ZCOMP_degrainFx" "Degrain"</item>
<item>"ZCOMP_degrainFx.red" "Red"</item>
<item>"ZCOMP_degrainFx.green" "Green"</item>
<item>"ZCOMP_degrainFx.blue" "Blue"</item>
<item>"ZCOMP_degrainFx.alpha" "Alpha"</item>
<item>"ZCOMP_degrainFx.radius" "Radius"</item>
<item>"ZCOMP_basicKeyerFx" "BasicKeyer"</item>
<item>"ZCOMP_basicKeyerFx.keyColor" "Color"</item>
<item>"ZCOMP_basicKeyerFx.outputMode" "OutputMode"</item>
<item>"ZCOMP_basicKeyerFx.lowerBoundThreshold" "LowerBound"</item>
<item>"ZCOMP_basicKeyerFx.a2" "MatteStrength"</item>
<item>"ZCOMP_basicKeyerFx.upperBoundThreshold" "UpperBound"</item>
<item>"ZCOMP_basicKeyerFx.blurRadius" "Blur"</item>
<item>"ZCOMP_basicKeyerFx.erodeRadius" "Erode"</item>
<item>"ZCOMP_basicKeyerFx.spillSuppress" "SpillSuppression"</item>
<item>"ZCOMP_spillRevealFx" "SpillReveal"</item>
<item>"ZCOMP_spillRevealFx.color" "Color"</item>
<item>"ZCOMP_spillRevealFx.luma" "Luma"</item>
<item>"ZCOMP_spillRevealFx.smoothRadius" "Smoothness"</item>
<item>"affineFx" "Move2D" </item>
<item>"affineFx.xPos" "xPos" </item>
<item>"affineFx.yPos" "yPos" </item>
<item>"affineFx.zRot" "zRot" </item>
<item>"affineFx.xCenter" "xCenter" </item>
<item>"affineFx.yCenter" "yCenter" </item>
<item>"affineFx.xScale" "xScale" </item>
<item>"affineFx.yScale" "yScale" </item>
<item>"affineFx.useMMX" "useMMX" </item>
<item>"affineFx.useMotionPath" "MotionPath" </item>
<item>"affineFx.usePathAim" "PathAim" </item>
<item>"atopFx" "Visible Matte In" </item>
<item>"checkBoardFx" "Checkerboard" </item>
<item>"checkBoardFx.color1" "Color 1" </item>
<item>"checkBoardFx.color2" "Color 2" </item>
<item>"checkBoardFx.size" "Size" </item>
<item>"colorCardFx" "Color Card" </item>
<item>"colorCardFx.color" "Color" </item>
<item>"cropFx" "Crop" </item>
<item>"cropFx.left" "Left" </item>
<item>"cropFx.bottom" "Bottom" </item>
<item>"cropFx.right" "Right" </item>
<item>"cropFx.top" "Top" </item>
<item>"crossFx" "Blend" </item>
<item>"crossFx.value" "Intensity" </item>
<item>"deInterlaceFx" "Deinterlace" </item>
<item>"deInterlaceFx.convert" "Convert" </item>
<item>"deInterlaceFx.method" "Method" </item>
<item>"deInterlaceFx.field_separation" "Field Separation" </item>
<item>"fieldFx" "Field" </item>
<item>"fieldFx.fieldprevalence" "FieldPrevalence" </item>
<item>"inFx" "Matte In" </item>
<item>"interlaceFx" "Interlace" </item>
<item>"invertFx" "Invert" </item>
<item>"invertFx.red_channel" "Red" </item>
<item>"invertFx.green_channel" "Green" </item>
<item>"invertFx.blue_channel" "Blue" </item>
<item>"invertFx.alpha_channel" "Alpha" </item>
<item>"lightenFx" "Lighten" </item>
<item>"linearBurnFx" "Linear Burn" </item>
<item>"localTransparencyFx" "Local Transparency" </item>
<item>"localTransparencyFx.value" "Intensity" </item>
<item>"markCenterFx" "Mark Center" </item>
<item>"markCenterFx.color" "Color" </item>
<item>"markCenterFx.size" "Size" </item>
<item>"maxFx" "Lighten" </item>
<item>"minFx" "Darken" </item>
<item>"minFx.matte" "Alpha" </item>
<item>"moveFx" "Move" </item>
<item>"moveFx.dx" "PanX" </item>
<item>"moveFx.dy" "PanY" </item>
<item>"outFx" "Matte Out" </item>
<item>"overFx" "Over" </item>
<item>"overlayFx" "Overlay" </item>
<item>"readImageFx" "StillImageIn" </item>
<item>"readImageFx.filename" "FilePath" </item>
<item>"readImageFx.doPremultiply" "Premultiply" </item>
<item>"readImageFx.doInvertAlpha" "InvertAlpha" </item>
<item>"readLevelFx" "ClipIn" </item>
<item>"readLevelFx.filename" "FilePath" </item>
<item>"readLevelFx.field_separation" "FieldSeparation" </item>
<item>"readLevelFx.doPremultiply" "Premultiply" </item>
<item>"readLevelFx.doInvertAlpha" "InvertAlpha" </item>
<item>"scaleFx" "Scale" </item>
<item>"scaleFx.xScale" "xScale" </item>
<item>"scaleFx.yScale" "yScale" </item>
<item>"swapFieldsFx" "SwapFields" </item>
<item>"xorFx" "XOr" </item>
<!----- New Strings 5.0------>
<item>Selective "Selective" "Selective" "Selective" </item>
<item>ToolSize "Size" "Size" "Size" </item>
<!------------------------------ Particles FX ------------------------------------------->
<item>STD_particlesFx "Particles" </item>
<item>"STD_particlesFx.source_ctrl" "Control Image" </item>
<item>"STD_particlesFx.bright_thres" "Threshold" </item>
<item>"STD_particlesFx.multi_source" "Multiple Generators in Control Image" </item>
<item>"STD_particlesFx.center" "Center X" </item>
<item>"STD_particlesFx.length" "Width" </item>
<item>"STD_particlesFx.height" "Height" </item>
<item>"STD_particlesFx.animation" "Animation" </item>
<item>"STD_particlesFx.step" "Animation Step" </item>
<item>"STD_particlesFx.starting_frame" "Starting Frame" </item>
<item>"STD_particlesFx.birth_rate" "Birth Rate" </item>
<item>"STD_particlesFx.random_seed" "Random Seed" </item>
<item>"STD_particlesFx.lifetime" "Lifetime" </item>
<item>"STD_particlesFx.lifetime_ctrl" "Control Image" </item>
<item>"STD_particlesFx.column_lifetime" "Use Column Duration for Lifetime" </item>
<item>"STD_particlesFx.gravity" "Gravity" </item>
<item>"STD_particlesFx.gravity_angle" "Gravity Angle" </item>
<item>"STD_particlesFx.gravity_ctrl" "Control Image" </item>
<item>"STD_particlesFx.friction" "Friction" </item>
<item>"STD_particlesFx.friction_ctrl" "Control Image" </item>
<item>"STD_particlesFx.wind" "Wind Intensity" </item>
<item>"STD_particlesFx.wind_angle" "Wind Angle" </item>
<item>"STD_particlesFx.swing_mode" "Swing Mode" </item>
<item>"STD_particlesFx.scattering_x" "Horizontal" </item>
<item>"STD_particlesFx.scattering_y" "Vertical" </item>
<item>"STD_particlesFx.scattering_x_ctrl" "H Control Image" </item>
<item>"STD_particlesFx.scattering_y_ctrl" "V Control Image" </item>
<item>"STD_particlesFx.swing" "Swing" </item>
<item>"STD_particlesFx.speed" "Speed" </item>
<item>"STD_particlesFx.speed_ctrl" "Control Image" </item>
<item>"STD_particlesFx.speed_angle" "Speed Angle" </item>
<item>"STD_particlesFx.speeda_ctrl" "Control Image" </item>
<item>"STD_particlesFx.speeda_use_gradient" "Use Gradient Angle" </item>
<item>"STD_particlesFx.speed_size" "Linked to Scale" </item>
<item>"STD_particlesFx.top_layer" "Top Layer" </item>
<item>"STD_particlesFx.mass" "Mass" </item>
<item>"STD_particlesFx.scale" "Size" </item>
<item>"STD_particlesFx.scale_ctrl" "Control Image" </item>
<item>"STD_particlesFx.scale_ctrl_all" "Use Control Image for the Whole Lifetime" </item>
<item>"STD_particlesFx.rot" "Orientation" </item>
<item>"STD_particlesFx.rot_ctrl" "Control Image" </item>
<item>"STD_particlesFx.trail" "Trail" </item>
<item>"STD_particlesFx.trail_step" "Step" </item>
<item>"STD_particlesFx.spin_swing_mode" "Swing Mode" </item>
<item>"STD_particlesFx.spin_speed" "Rotation Speed" </item>
<item>"STD_particlesFx.spin_random" "Extra Speed" </item>
<item>"STD_particlesFx.spin_swing" "Rotation Swing" </item>
<item>"STD_particlesFx.path_aim" "Follow Particles Movement" </item>
<item>"STD_particlesFx.opacity" "Opacity" </item>
<item>"STD_particlesFx.opacity_ctrl" "Control Image" </item>
<item>"STD_particlesFx.trail_opacity" "Trail Opacity" </item>
<item>"STD_particlesFx.scale_step" "Size Intensity" </item>
<item>"STD_particlesFx.scale_step_ctrl" "Control Image" </item>
<item>"STD_particlesFx.fade_in" "Fade-in Frames" </item>
<item>"STD_particlesFx.fade_out" "Fade-out Frames" </item>
<item>"STD_particlesFx.birth_color" "Birth Color" </item>
<item>"STD_particlesFx.birth_color_ctrl" "Control Image" </item>
<item>"STD_particlesFx.birth_color_spread" "Birth Spread" </item>
<item>"STD_particlesFx.birth_color_fade" "Birth Intensity" </item>
<item>"STD_particlesFx.fadein_color" "Fade-in Color" </item>
<item>"STD_particlesFx.fadein_color_ctrl" "Control Image" </item>
<item>"STD_particlesFx.fadein_color_spread" "Fade-in Spread" </item>
<item>"STD_particlesFx.fadein_color_range" "Frame Range" </item>
<item>"STD_particlesFx.fadein_color_fade" "Fade-in Intensity" </item>
<item>"STD_particlesFx.fadeout_color" "Fade-out Color" </item>
<item>"STD_particlesFx.fadeout_color_ctrl" "Control Image" </item>
<item>"STD_particlesFx.fadeout_color_spread" "Fade-out Spread" </item>
<item>"STD_particlesFx.fadeout_color_range" "Frame Range" </item>
<item>"STD_particlesFx.fadeout_color_fade" "Fade-out Intensity" </item>
<item>"STD_particlesFx.source_gradation" "Use Control Image Gradation" </item>
<item>"STD_particlesFx.pick_color_for_every_frame" "Pick Control Image's Color for Every Frame" </item>
<item>"STD_particlesFx.perspective_distribution" "Perspective Distribution" </item>
<item>"STD_particlesFx.motion_blur" "Motion Blur" </item>
<item>"STD_particlesFx.motion_blur_gamma" "Gamma" </item>
<!------------------------------ Function Editor ------------------------------------------->
<item>W_Y "Y" </item>
<item>W_X "X" </item>
<item>W_Z "Z" </item>
<item>W_SO "SO" </item>
<item>W_Rotation "Rotation" </item>
<item>W_ScaleH "Scale H" </item>
<item>W_ScaleV "Scale V" </item>
<item>W_ShearH "Shear H" </item>
<item>W_ShearV "Shear V" </item>
<item>W_Scale "Scale" </item>
<!------------------------------ Ino FXs ------------------------------------------->
<item>"STD_inoAddFx" "Add Ino" </item>
<item>"STD_inoAddFx.opacity" "Opacity" </item>
<item>"STD_inoAddFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoAddFx.linear" "Linear Color Space" </item>
<item>"STD_inoAddFx.gamma" "Gamma" </item>
<item>"STD_inoAddFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoColorBurnFx" "Color Burn Ino" </item>
<item>"STD_inoColorBurnFx.opacity" "Opacity" </item>
<item>"STD_inoColorBurnFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoColorBurnFx.linear" "Linear Color Space" </item>
<item>"STD_inoColorBurnFx.gamma" "Gamma" </item>
<item>"STD_inoColorBurnFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoColorDodgeFx" "Color Dodge Ino" </item>
<item>"STD_inoColorDodgeFx.opacity" "Opacity" </item>
<item>"STD_inoColorDodgeFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoColorDodgeFx.linear" "Linear Color Space" </item>
<item>"STD_inoColorDodgeFx.gamma" "Gamma" </item>
<item>"STD_inoColorDodgeFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoCrossDissolveFx" "Cross Dissolve Ino" </item>
<item>"STD_inoCrossDissolveFx.opacity" "Opacity" </item>
<item>"STD_inoCrossDissolveFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoCrossDissolveFx.linear" "Linear Color Space" </item>
<item>"STD_inoCrossDissolveFx.gamma" "Gamma" </item>
<item>"STD_inoCrossDissolveFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoDarkenFx" "Darken Ino" </item>
<item>"STD_inoDarkenFx.opacity" "Opacity" </item>
<item>"STD_inoDarkenFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoDarkenFx.linear" "Linear Color Space" </item>
<item>"STD_inoDarkenFx.gamma" "Gamma" </item>
<item>"STD_inoDarkenFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoDarkerColorFx" "Darker Color Ino" </item>
<item>"STD_inoDarkerColorFx.opacity" "Opacity" </item>
<item>"STD_inoDarkerColorFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoDarkerColorFx.linear" "Linear Color Space" </item>
<item>"STD_inoDarkerColorFx.gamma" "Gamma" </item>
<item>"STD_inoDarkerColorFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoDivideFx" "Divide Ino" </item>
<item>"STD_inoDivideFx.opacity" "Opacity" </item>
<item>"STD_inoDivideFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoDivideFx.linear" "Linear Color Space" </item>
<item>"STD_inoDivideFx.gamma" "Gamma" </item>
<item>"STD_inoDivideFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoHardLightFx" "Hard Light Ino" </item>
<item>"STD_inoHardLightFx.opacity" "Opacity" </item>
<item>"STD_inoHardLightFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoHardLightFx.linear" "Linear Color Space" </item>
<item>"STD_inoHardLightFx.gamma" "Gamma" </item>
<item>"STD_inoHardLightFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoHardMixFx" "Hard Mix Ino" </item>
<item>"STD_inoHardMixFx.opacity" "Opacity" </item>
<item>"STD_inoHardMixFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoHardMixFx.linear" "Linear Color Space" </item>
<item>"STD_inoHardMixFx.gamma" "Gamma" </item>
<item>"STD_inoHardMixFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoLightenFx" "Lighten Ino" </item>
<item>"STD_inoLightenFx.opacity" "Opacity" </item>
<item>"STD_inoLightenFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoLightenFx.linear" "Linear Color Space" </item>
<item>"STD_inoLightenFx.gamma" "Gamma" </item>
<item>"STD_inoLightenFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoLighterColorFx" "Lighter Color Ino" </item>
<item>"STD_inoLighterColorFx.opacity" "Opacity" </item>
<item>"STD_inoLighterColorFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoLighterColorFx.linear" "Linear Color Space" </item>
<item>"STD_inoLighterColorFx.gamma" "Gamma" </item>
<item>"STD_inoLighterColorFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoLinearBurnFx" "Linear Burn Ino" </item>
<item>"STD_inoLinearBurnFx.opacity" "Opacity" </item>
<item>"STD_inoLinearBurnFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoLinearBurnFx.linear" "Linear Color Space" </item>
<item>"STD_inoLinearBurnFx.gamma" "Gamma" </item>
<item>"STD_inoLinearBurnFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoLinearDodgeFx" "Linear Dodge Ino" </item>
<item>"STD_inoLinearDodgeFx.opacity" "Opacity" </item>
<item>"STD_inoLinearDodgeFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoLinearDodgeFx.linear" "Linear Color Space" </item>
<item>"STD_inoLinearDodgeFx.gamma" "Gamma" </item>
<item>"STD_inoLinearDodgeFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoLinearLightFx" "Linear Light Ino" </item>
<item>"STD_inoLinearLightFx.opacity" "Opacity" </item>
<item>"STD_inoLinearLightFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoLinearLightFx.linear" "Linear Color Space" </item>
<item>"STD_inoLinearLightFx.gamma" "Gamma" </item>
<item>"STD_inoLinearLightFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoMultiplyFx" "Multiply Ino" </item>
<item>"STD_inoMultiplyFx.opacity" "Opacity" </item>
<item>"STD_inoMultiplyFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoMultiplyFx.linear" "Linear Color Space" </item>
<item>"STD_inoMultiplyFx.gamma" "Gamma" </item>
<item>"STD_inoMultiplyFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoOverFx" "Over Ino" </item>
<item>"STD_inoOverFx.opacity" "Opacity" </item>
<item>"STD_inoOverFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoOverFx.linear" "Linear Color Space" </item>
<item>"STD_inoOverFx.gamma" "Gamma" </item>
<item>"STD_inoOverFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoOverlayFx" "Overlay Ino" </item>
<item>"STD_inoOverlayFx.opacity" "Opacity" </item>
<item>"STD_inoOverlayFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoOverlayFx.linear" "Linear Color Space" </item>
<item>"STD_inoOverlayFx.gamma" "Gamma" </item>
<item>"STD_inoOverlayFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoPinLightFx" "Pin Light Ino" </item>
<item>"STD_inoPinLightFx.opacity" "Opacity" </item>
<item>"STD_inoPinLightFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoPinLightFx.linear" "Linear Color Space" </item>
<item>"STD_inoPinLightFx.gamma" "Gamma" </item>
<item>"STD_inoPinLightFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoScreenFx" "Screen Ino" </item>
<item>"STD_inoScreenFx.opacity" "Opacity" </item>
<item>"STD_inoScreenFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoScreenFx.linear" "Linear Color Space" </item>
<item>"STD_inoScreenFx.gamma" "Gamma" </item>
<item>"STD_inoScreenFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoSoftLightFx" "Soft Light Ino" </item>
<item>"STD_inoSoftLightFx.opacity" "Opacity" </item>
<item>"STD_inoSoftLightFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoSoftLightFx.linear" "Linear Color Space" </item>
<item>"STD_inoSoftLightFx.gamma" "Gamma" </item>
<item>"STD_inoSoftLightFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoSubtractFx" "Subtract Ino" </item>
<item>"STD_inoSubtractFx.opacity" "Opacity" </item>
<item>"STD_inoSubtractFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoSubtractFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoSubtractFx.linear" "Linear Color Space" </item>
<item>"STD_inoSubtractFx.gamma" "Gamma" </item>
<item>"STD_inoSubtractFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoVividLightFx" "Vivid Light Ino" </item>
<item>"STD_inoVividLightFx.opacity" "Opacity" </item>
<item>"STD_inoVividLightFx.clipping_mask" "Clipping Mask" </item>
<item>"STD_inoVividLightFx.linear" "Linear Color Space" </item>
<item>"STD_inoVividLightFx.gamma" "Gamma" </item>
<item>"STD_inoVividLightFx.premultiplied" "Source is Premultiplied" </item>
<item>"STD_inoBlurFx" "Blur Ino" </item>
<item>"STD_inoBlurFx.radius" "Radius" </item>
<item>"STD_inoBlurFx.reference" "Reference" </item>
<item>"STD_inoChannelSelectorFx" "Channel Selector Ino" </item>
<item>"STD_inoChannelSelectorFx.red_source" "Red Source" </item>
<item>"STD_inoChannelSelectorFx.red_channel" "Red Channel" </item>
<item>"STD_inoChannelSelectorFx.green_source" "Green Source" </item>
<item>"STD_inoChannelSelectorFx.green_channel" "Green Channel" </item>
<item>"STD_inoChannelSelectorFx.blue_source" "Blue Source" </item>
<item>"STD_inoChannelSelectorFx.blue_channel" "Blue Channel" </item>
<item>"STD_inoChannelSelectorFx.alpha_source" "Alpha Source" </item>
<item>"STD_inoChannelSelectorFx.alpha_channel" "Alpha Channel" </item>
<item>"STD_inoDensityFx" "Density Ino" </item>
<item>"STD_inoDensityFx.density" "Density" </item>
<item>"STD_inoDensityFx.reference" "Reference" </item>
<item>"STD_inoFogFx" "Fog Ino" </item>
<item>"STD_inoFogFx.radius" "Radius" </item>
<item>"STD_inoFogFx.curve" "Curve" </item>
<item>"STD_inoFogFx.power" "Power" </item>
<item>"STD_inoFogFx.threshold_min" "Threshold Min" </item>
<item>"STD_inoFogFx.threshold_max" "Threshold Max" </item>
<item>"STD_inoFogFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inohlsAddFx" "HLS Add Ino" </item>
<item>"STD_inohlsAddFx.from_rgba" "From RGBA" </item>
<item>"STD_inohlsAddFx.offset" "Offset" </item>
<item>"STD_inohlsAddFx.hue" "Hue" </item>
<item>"STD_inohlsAddFx.lightness" "Lightness" </item>
<item>"STD_inohlsAddFx.saturation" "Saturation" </item>
<item>"STD_inohlsAddFx.alpha" "Alpha" </item>
<item>"STD_inohlsAddFx.anti_alias" "Premultiplied" </item>
<item>"STD_inohlsAddFx.reference" "Reference" </item>
<item>"STD_inohlsAdjustFx" "HLS Adjust Ino" </item>
<item>"STD_inohlsAdjustFx.pivot_hue" "Hue" </item>
<item>"STD_inohlsAdjustFx.pivot_lightness" "Lightness" </item>
<item>"STD_inohlsAdjustFx.pivot_saturation" "Saturation" </item>
<item>"STD_inohlsAdjustFx.scale_hue" "Hue" </item>
<item>"STD_inohlsAdjustFx.scale_lightness" "Lightness" </item>
<item>"STD_inohlsAdjustFx.scale_saturation" "Saturation" </item>
<item>"STD_inohlsAdjustFx.shift_hue" "Hue" </item>
<item>"STD_inohlsAdjustFx.shift_lightness" "Lightness" </item>
<item>"STD_inohlsAdjustFx.shift_saturation" "Saturation" </item>
<item>"STD_inohlsAdjustFx.anti_alias" "Premultiplied" </item>
<item>"STD_inohlsAdjustFx.reference" "Reference" </item>
<item>"STD_inohlsNoiseFx" "HLS Noise Ino" </item>
<item>"STD_inohlsNoiseFx.hue" "Hue" </item>
<item>"STD_inohlsNoiseFx.lightness" "Lightness" </item>
<item>"STD_inohlsNoiseFx.saturation" "Saturation" </item>
<item>"STD_inohlsNoiseFx.alpha" "Alpha" </item>
<item>"STD_inohlsNoiseFx.seed" "Seed" </item>
<item>"STD_inohlsNoiseFx.nblur" "NBlur" </item>
<item>"STD_inohlsNoiseFx.effective" "Effective" </item>
<item>"STD_inohlsNoiseFx.center" "Center" </item>
<item>"STD_inohlsNoiseFx.type" "Type" </item>
<item>"STD_inohlsNoiseFx.anti_alias" "Premultiplied" </item>
<item>"STD_inohlsNoiseFx.reference" "Reference" </item>
<item>"STD_inohsvAddFx" "HSV Add Ino" </item>
<item>"STD_inohsvAddFx.from_rgba" "From RGBA" </item>
<item>"STD_inohsvAddFx.offset" "Offset" </item>
<item>"STD_inohsvAddFx.hue" "Hue" </item>
<item>"STD_inohsvAddFx.saturation" "Saturation" </item>
<item>"STD_inohsvAddFx.value" "Value" </item>
<item>"STD_inohsvAddFx.alpha" "Alpha" </item>
<item>"STD_inohsvAddFx.anti_alias" "Premultiplied" </item>
<item>"STD_inohsvAddFx.reference" "Reference" </item>
<item>"STD_inohsvAdjustFx" "HSV Adjust Ino" </item>
<item>"STD_inohsvAdjustFx.pivot_hue" "Hue" </item>
<item>"STD_inohsvAdjustFx.pivot_saturation" "Saturation" </item>
<item>"STD_inohsvAdjustFx.pivot_value" "Value" </item>
<item>"STD_inohsvAdjustFx.scale_hue" "Hue" </item>
<item>"STD_inohsvAdjustFx.scale_saturation" "Saturation" </item>
<item>"STD_inohsvAdjustFx.scale_value" "Value" </item>
<item>"STD_inohsvAdjustFx.shift_hue" "Hue" </item>
<item>"STD_inohsvAdjustFx.shift_saturation" "Saturation" </item>
<item>"STD_inohsvAdjustFx.shift_value" "Value" </item>
<item>"STD_inohsvAdjustFx.anti_alias" "Premultiplied" </item>
<item>"STD_inohsvAdjustFx.reference" "Reference" </item>
<item>"STD_inohsvNoiseFx" "HSV Noise Ino" </item>
<item>"STD_inohsvNoiseFx.hue" "Hue" </item>
<item>"STD_inohsvNoiseFx.saturation" "Saturation" </item>
<item>"STD_inohsvNoiseFx.value" "Value" </item>
<item>"STD_inohsvNoiseFx.alpha" "Alpha" </item>
<item>"STD_inohsvNoiseFx.seed" "Seed" </item>
<item>"STD_inohsvNoiseFx.nblur" "NBlur" </item>
<item>"STD_inohsvNoiseFx.effective" "Effective" </item>
<item>"STD_inohsvNoiseFx.center" "Center" </item>
<item>"STD_inohsvNoiseFx.type" "Type" </item>
<item>"STD_inohsvNoiseFx.anti_alias" "Premultiplied" </item>
<item>"STD_inohsvNoiseFx.reference" "Reference" </item>
<item>"STD_inoLevelAutoFx" "Level Auto Ino" </item>
<item>"STD_inoLevelAutoFx.in_min_shift" "In Min Shift" </item>
<item>"STD_inoLevelAutoFx.in_max_shift" "In Max Shift" </item>
<item>"STD_inoLevelAutoFx.out_min" "Out Min" </item>
<item>"STD_inoLevelAutoFx.out_max" "Out Max" </item>
<item>"STD_inoLevelAutoFx.gamma" "Gamma" </item>
<item>"STD_inoLevelMasterFx" "Level Master Ino" </item>
<item>"STD_inoLevelMasterFx.in" "In" </item>
<item>"STD_inoLevelMasterFx.out" "Out" </item>
<item>"STD_inoLevelMasterFx.gamma" "Gamma" </item>
<item>"STD_inoLevelMasterFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoLevelMasterFx.anti_alias" "Premultiplied" </item>
<item>"STD_inoLevelMasterFx.reference" "Reference" </item>
<item>"STD_inoLevelrgbaFx" "Level RGBA Ino" </item>
<item>"STD_inoLevelrgbaFx.red_in" "Red In" </item>
<item>"STD_inoLevelrgbaFx.red_out" "Red Out" </item>
<item>"STD_inoLevelrgbaFx.red_gamma" "Red Gamma" </item>
<item>"STD_inoLevelrgbaFx.gre_in" "Green In" </item>
<item>"STD_inoLevelrgbaFx.gre_out" "Green Out" </item>
<item>"STD_inoLevelrgbaFx.gre_gamma" "Green Gamma" </item>
<item>"STD_inoLevelrgbaFx.blu_in" "Blue In" </item>
<item>"STD_inoLevelrgbaFx.blu_out" "Blue Out" </item>
<item>"STD_inoLevelrgbaFx.blu_gamma" "Blue Gamma" </item>
<item>"STD_inoLevelrgbaFx.alp_in" "Alpha In" </item>
<item>"STD_inoLevelrgbaFx.alp_out" "Alpha Out" </item>
<item>"STD_inoLevelrgbaFx.alp_gamma" "Alpha Gamma" </item>
<item>"STD_inoLevelrgbaFx.anti_alias" "Premultiplied" </item>
<item>"STD_inoLevelrgbaFx.reference" "Reference" </item>
<item>"STD_inoLineBlurFx" "Line Blur Ino" </item>
<item>"STD_inoLineBlurFx.action_mode" "Action Mode" </item>
<item>"STD_inoLineBlurFx.blur_count" "Blur Count" </item>
<item>"STD_inoLineBlurFx.blur_power" "Blur Power" </item>
<item>"STD_inoLineBlurFx.blur_subpixel" "Blur Subpixel" </item>
<item>"STD_inoLineBlurFx.blur_near_ref" "Blur Near Ref" </item>
<item>"STD_inoLineBlurFx.blur_near_len" "Blur Near Len" </item>
<item>"STD_inoLineBlurFx.vector_smooth_retry" "Vector Smooth_retry" </item>
<item>"STD_inoLineBlurFx.vector_near_ref" "Vector Near Ref" </item>
<item>"STD_inoLineBlurFx.vector_near_len" "Vector Near Len" </item>
<item>"STD_inoLineBlurFx.smudge_thick" "Smudge Thick" </item>
<item>"STD_inoLineBlurFx.smudge_remain" "Smudge Remain" </item>
<item>"STD_inoMaxMinFx" "Max Min Ino" </item>
<item>"STD_inoMaxMinFx.max_min_select" "Max Min Select" </item>
<item>"STD_inoMaxMinFx.radius" "Radius" </item>
<item>"STD_inoMaxMinFx.polygon_number" "Polygon Number" </item>
<item>"STD_inoMaxMinFx.degree" "Degree" </item>
<item>"STD_inoMaxMinFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoMaxMinFx.reference" "Reference" </item>
<item>"STD_inoMedianFx" "Median Ino" </item>
<item>"STD_inoMedianFx.radius" "Radius" </item>
<item>"STD_inoMedianFx.channel" "Channel" </item>
<item>"STD_inoMedianFx.reference" "Reference" </item>
<item>"STD_inoMedianFilterFx" "Median Filter Ino" </item>
<item>"STD_inoMedianFilterFx.radius" "Radius" </item>
<item>"STD_inoMedianFilterFx.channel" "Channel" </item>
<item>"STD_inoMedianFilterFx.reference" "Reference" </item>
<item>"STD_inoMotionBlurFx" "Motion Blur Ino" </item>
<item>"STD_inoMotionBlurFx.depend_move" "Depend Move" </item>
<item>"STD_inoMotionBlurFx.x1" "X1" </item>
<item>"STD_inoMotionBlurFx.y1" "Y1" </item>
<item>"STD_inoMotionBlurFx.x2" "X2" </item>
<item>"STD_inoMotionBlurFx.y2" "Y2" </item>
<item>"STD_inoMotionBlurFx.scale" "Scale" </item>
<item>"STD_inoMotionBlurFx.curve" "Curve" </item>
<item>"STD_inoMotionBlurFx.zanzo_length" "Afterimage Length" </item>
<item>"STD_inoMotionBlurFx.zanzo_power" "Afterimage Power" </item>
<item>"STD_inoMotionBlurFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoMotionWindFx" "Motion Wind Ino" </item>
<item>"STD_inoMotionWindFx.direction" "Direction" </item>
<item>"STD_inoMotionWindFx.dark" "Dark" </item>
<item>"STD_inoMotionWindFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoMotionWindFx.length_min" "Length Min" </item>
<item>"STD_inoMotionWindFx.length_max" "Length Max" </item>
<item>"STD_inoMotionWindFx.length_bias" "Length Bias" </item>
<item>"STD_inoMotionWindFx.length_seed" "Length Seed" </item>
<item>"STD_inoMotionWindFx.length_ref" "Length Ref" </item>
<item>"STD_inoMotionWindFx.force_min" "Force Min" </item>
<item>"STD_inoMotionWindFx.force_max" "Force Max" </item>
<item>"STD_inoMotionWindFx.force_bias" "Force Bias" </item>
<item>"STD_inoMotionWindFx.force_seed" "Force Seed" </item>
<item>"STD_inoMotionWindFx.force_ref" "Force Ref" </item>
<item>"STD_inoMotionWindFx.density_min" "Density Min" </item>
<item>"STD_inoMotionWindFx.density_max" "Density Max" </item>
<item>"STD_inoMotionWindFx.density_bias" "Density Bias" </item>
<item>"STD_inoMotionWindFx.density_seed" "Density Seed" </item>
<item>"STD_inoMotionWindFx.density_ref" "Density Ref" </item>
<item>"STD_inoMotionWindFx.reference" "Reference" </item>
<item>"STD_inoNegateFx" "Negate Ino" </item>
<item>"STD_inoNegateFx.red" "Red" </item>
<item>"STD_inoNegateFx.green" "Green" </item>
<item>"STD_inoNegateFx.blue" "Blue" </item>
<item>"STD_inoNegateFx.alpha" "Alpha" </item>
<item>"STD_inopnCloudsFx" "PN Clouds Ino" </item>
<item>"STD_inopnCloudsFx.size" "Size" </item>
<item>"STD_inopnCloudsFx.z" "Z" </item>
<item>"STD_inopnCloudsFx.octaves" "Octaves" </item>
<item>"STD_inopnCloudsFx.persistance" "Persistance" </item>
<item>"STD_inopnCloudsFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoRadialBlurFx" "Radial Blur Ino" </item>
<item>"STD_inoRadialBlurFx.center" "Center" </item>
<item>"STD_inoRadialBlurFx.radius" "Radius" </item>
<item>"STD_inoRadialBlurFx.blur" "Blur" </item>
<item>"STD_inoRadialBlurFx.type" "Type" </item>
<item>"STD_inoRadialBlurFx.twist" "Twist" </item>
<item>"STD_inoRadialBlurFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoRadialBlurFx.anti_alias" "Anti Alias" </item>
<item>"STD_inoRadialBlurFx.reference" "Reference" </item>
<item>"STD_inoRadialBlurFx.ellipse_aspect_ratio" "Ellipse Aspect Ratio" </item>
<item>"STD_inoRadialBlurFx.ellipse_angle" "Ellipse Angle" </item>
<item>"STD_inoRadialBlurFx.intensity_correlation_with_ellipse" "Intensity Correlation" </item>
<item>"STD_inoSpinBlurFx" "Spin Blur Ino" </item>
<item>"STD_inoSpinBlurFx.center" "Center" </item>
<item>"STD_inoSpinBlurFx.radius" "Radius" </item>
<item>"STD_inoSpinBlurFx.blur" "Blur" </item>
<item>"STD_inoSpinBlurFx.type" "Type" </item>
<item>"STD_inoSpinBlurFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoSpinBlurFx.anti_alias" "Anti Alias" </item>
<item>"STD_inoSpinBlurFx.reference" "Reference" </item>
<item>"STD_inoSpinBlurFx.ellipse_aspect_ratio" "Ellipse Aspect Ratio" </item>
<item>"STD_inoSpinBlurFx.ellipse_angle" "Ellipse Angle" </item>
<item>"STD_inoWarphvFx" "Warp HV Ino" </item>
<item>"STD_inoWarphvFx.h_maxlen" "H MaxLen" </item>
<item>"STD_inoWarphvFx.v_maxlen" "V MaxLen" </item>
<item>"STD_inoWarphvFx.h_ref_mode" "H reference" </item>
<item>"STD_inoWarphvFx.v_ref_mode" "V reference" </item>
<item>"STD_inoWarphvFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_inoWarphvFx.anti_aliasing" "Anti Aliasing" </item>
<!------------------------------ Iwa FXs ------------------------------------------->
<item>"STD_iwa_AdjustExposureFx" "Adjust Exposure Iwa" </item>
<item>"STD_iwa_AdjustExposureFx.hardness" "Hardness" </item>
<item>"STD_iwa_AdjustExposureFx.scale" "Scale" </item>
<item>"STD_iwa_AdjustExposureFx.offset" "Offset" </item>
<item>"STD_iwa_DirectionalBlurFx" "Directional Blur Iwa"</item>
<item>"STD_iwa_DirectionalBlurFx.angle" "Angle"</item>
<item>"STD_iwa_DirectionalBlurFx.intensity" "Intensity"</item>
<item>"STD_iwa_DirectionalBlurFx.bidirectional" "Bidirectional"</item>
<item>"STD_iwa_DirectionalBlurFx.filterType" "Filter Type"</item>
<item>"STD_iwa_GradientWarpFx" "Gradient Warp Iwa"</item>
<item>"STD_iwa_GradientWarpFx.h_maxlen" "H Length"</item>
<item>"STD_iwa_GradientWarpFx.v_maxlen" "V Length"</item>
<item>"STD_iwa_GradientWarpFx.scale" "Scale"</item>
<item>"STD_iwa_GradientWarpFx.sampling_size" "Sampling Size"</item>
<item>"STD_iwa_MotionBlurCompFx" "Motion Blur Iwa" </item>
<item>"STD_iwa_MotionBlurCompFx.hardness" "Hardness" </item>
<item>"STD_iwa_MotionBlurCompFx.shutterStart" "Shutter Start" </item>
<item>"STD_iwa_MotionBlurCompFx.shutterEnd" "Shutter End" </item>
<item>"STD_iwa_MotionBlurCompFx.traceResolution" "Trace Resolution" </item>
<item>"STD_iwa_MotionBlurCompFx.motionObjectType" "Reference Object" </item>
<item>"STD_iwa_MotionBlurCompFx.motionObjectIndex" "Index" </item>
<item>"STD_iwa_MotionBlurCompFx.startValue" "Start Value" </item>
<item>"STD_iwa_MotionBlurCompFx.startCurve" "Start Curve" </item>
<item>"STD_iwa_MotionBlurCompFx.endValue" "End Value" </item>
<item>"STD_iwa_MotionBlurCompFx.endCurve" "End Curve" </item>
<item>"STD_iwa_MotionBlurCompFx.zanzoMode" "Afterimage Mode" </item>
<item>"STD_iwa_MotionBlurCompFx.premultiType" "Source Premultiply Type" </item>
<item>"STD_iwa_PerspectiveDistortFx" "Perspective Distort Iwa"</item>
<item>"STD_iwa_PerspectiveDistortFx.vanishingPoint" "Vanishing Point"</item>
<item>"STD_iwa_PerspectiveDistortFx.anchorPoint" "Anchor Point"</item>
<item>"STD_iwa_PerspectiveDistortFx.precision" "Precision"</item>
<item>"STD_iwa_SpectrumFx" "Spectrum Iwa" </item>
<item>"STD_iwa_SpectrumFx.intensity" "Intensity" </item>
<item>"STD_iwa_SpectrumFx.refractiveIndex" "Refractive Index" </item>
<item>"STD_iwa_SpectrumFx.thickMax" "Thick Max" </item>
<item>"STD_iwa_SpectrumFx.thickMin" "Thick Min" </item>
<item>"STD_iwa_SpectrumFx.RGamma" "R Gamma" </item>
<item>"STD_iwa_SpectrumFx.GGamma" "G Gamma" </item>
<item>"STD_iwa_SpectrumFx.BGamma" "B Gamma" </item>
<item>"STD_iwa_SpectrumFx.loopSpectrumFadeWidth" "Loop Spectrum Fade Width" </item>
<item>"STD_iwa_SpectrumFx.spectrumShift" "Spectrum Shift" </item>
<item>"STD_iwa_SpectrumFx.lensFactor" "Lens Factor" </item>
<item>"STD_iwa_SpectrumFx.lightThres" "Light Threshod"</item>
<item>"STD_iwa_SpectrumFx.lightIntensity" "Light Intensity"</item>
<item>"STD_iwa_TileFx" "Tile Iwa"</item>
<item>"STD_iwa_TileFx.inputSize" "Input Size"</item>
<item>"STD_iwa_TileFx.leftQuantity" "Left Quantity"</item>
<item>"STD_iwa_TileFx.rightQuantity" "Right Quantity"</item>
<item>"STD_iwa_TileFx.xMirror" "Mirror Horizontally"</item>
<item>"STD_iwa_TileFx.hMargin" "Horizontal Margin"</item>
<item>"STD_iwa_TileFx.topQuantity" "Top Quantity"</item>
<item>"STD_iwa_TileFx.bottomQuantity" "Bottom Quantity"</item>
<item>"STD_iwa_TileFx.yMirror" "Mirror Vertically"</item>
<item>"STD_iwa_TileFx.vMargin" "Vertical Margin"</item>
<item>"STD_iwa_PNPerspectiveFx" "PN Perspective Iwa"</item>
<item>"STD_iwa_PNPerspectiveFx.renderMode" "Mode"</item>
<item>"STD_iwa_PNPerspectiveFx.noiseType" "Noise Type"</item>
<item>"STD_iwa_PNPerspectiveFx.size" "Size"</item>
<item>"STD_iwa_PNPerspectiveFx.evolution" "Evolution"</item>
<item>"STD_iwa_PNPerspectiveFx.octaves" "Octaves"</item>
<item>"STD_iwa_PNPerspectiveFx.offset" "Offset"</item>
<item>"STD_iwa_PNPerspectiveFx.persistance_intensity" "p_Intensity"</item>
<item>"STD_iwa_PNPerspectiveFx.persistance_size" "p_Size"</item>
<item>"STD_iwa_PNPerspectiveFx.persistance_evolution" "p_Evolution"</item>
<item>"STD_iwa_PNPerspectiveFx.persistance_offset" "p_Offset"</item>
<item>"STD_iwa_PNPerspectiveFx.fov" "Fov"</item>
<item>"STD_iwa_PNPerspectiveFx.eyeLevel" "Eye Level"</item>
<item>"STD_iwa_PNPerspectiveFx.alpha_rendering" "Alpha Rendering"</item>
<item>"STD_iwa_PNPerspectiveFx.waveHeight" "Wave Height"</item>
<item>"STD_iwa_PNPerspectiveFx.normalize_fresnel" "Normalize Intensity"</item>
<item>"STD_iwa_SoapBubbleFx" "SoapBubble Iwa" </item>
<item>"STD_iwa_SoapBubbleFx.renderMode" "Render Mode" </item>
<item>"STD_iwa_SoapBubbleFx.intensity" "Intensity" </item>
<item>"STD_iwa_SoapBubbleFx.refractiveIndex" "Refractive Index" </item>
<item>"STD_iwa_SoapBubbleFx.thickMax" "Thick Max" </item>
<item>"STD_iwa_SoapBubbleFx.thickMin" "Thick Min" </item>
<item>"STD_iwa_SoapBubbleFx.RGamma" "R Gamma" </item>
<item>"STD_iwa_SoapBubbleFx.GGamma" "G Gamma" </item>
<item>"STD_iwa_SoapBubbleFx.BGamma" "B Gamma" </item>
<item>"STD_iwa_SoapBubbleFx.loopSpectrumFadeWidth" "Loop Spectrum Fade Width" </item>
<item>"STD_iwa_SoapBubbleFx.spectrumShift" "Spectrum Shift" </item>
<item>"STD_iwa_SoapBubbleFx.binarizeThresold" "Threshold" </item>
<item>"STD_iwa_SoapBubbleFx.multiSource" "Multiple Bubbles in Shape Image" </item>
<item>"STD_iwa_SoapBubbleFx.maskCenter" "Mask Center of the Bubble" </item>
<item>"STD_iwa_SoapBubbleFx.centerOpacity" "Opacity of Bubble's Center" </item>
<item>"STD_iwa_SoapBubbleFx.fitThickness" "Fit Thickness Image to Each Bubble" </item>
<item>"STD_iwa_SoapBubbleFx.shapeAspectRatio" "Shape Aspect Ratio" </item>
<item>"STD_iwa_SoapBubbleFx.blurRadius" "Blur Radius" </item>
<item>"STD_iwa_SoapBubbleFx.blurPower" "Power" </item>
<item>"STD_iwa_SoapBubbleFx.normalSampleDistance" "Sample Distance" </item>
<item>"STD_iwa_SoapBubbleFx.noiseSubDepth" "Sub Depth" </item>
<item>"STD_iwa_SoapBubbleFx.noiseResolutionS" "S Resolution" </item>
<item>"STD_iwa_SoapBubbleFx.noiseResolutionT" "T Resolution" </item>
<item>"STD_iwa_SoapBubbleFx.noiseSubCompositeRatio" "Sub Amplitude Ratio" </item>
<item>"STD_iwa_SoapBubbleFx.noiseEvolution" "Evolution" </item>
<item>"STD_iwa_SoapBubbleFx.noiseDepthMixRatio" "Noise to Depth" </item>
<item>"STD_iwa_SoapBubbleFx.noiseThicknessMixRatio" "Noise to Thickness" </item>
<item>"STD_iwa_BokehFx" "Bokeh Iwa"</item>
<item>"STD_iwa_BokehFx.on_focus_distance" "On-Focus Distance"</item>
<item>"STD_iwa_BokehFx.bokeh_amount" "Bokeh Amount"</item>
<item>"STD_iwa_BokehFx.hardness" "Hardness"</item>
<item>"STD_iwa_BokehFx.distance1" "Source1 Distance"</item>
<item>"STD_iwa_BokehFx.bokeh_adjustment1" "Source1 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehFx.distance2" "Source2 Distance"</item>
<item>"STD_iwa_BokehFx.bokeh_adjustment2" "Source2 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehFx.distance3" "Source3 Distance"</item>
<item>"STD_iwa_BokehFx.bokeh_adjustment3" "Source3 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehFx.distance4" "Source4 Distance"</item>
<item>"STD_iwa_BokehFx.bokeh_adjustment4" "Source4 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehFx.distance5" "Source5 Distance"</item>
<item>"STD_iwa_BokehFx.bokeh_adjustment5" "Source5 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehRefFx" "Bokeh Ref Iwa"</item>
<item>"STD_iwa_BokehRefFx.on_focus_distance" "On-Focus Distance"</item>
<item>"STD_iwa_BokehRefFx.bokeh_amount" "Bokeh Amount"</item>
<item>"STD_iwa_BokehRefFx.hardness" "Hardness"</item>
<item>"STD_iwa_BokehRefFx.distance_precision" "Distance Precision"</item>
<item>"STD_iwa_BokehRefFx.fill_gap" "Fill Gap"</item>
<item>"STD_iwa_BokehRefFx.fill_gap_with_median_filter" "Use Median Filter"</item>
<item>"STD_iwa_BokehAdvancedFx" "Bokeh Advanced Iwa"</item>
<item>"STD_iwa_BokehAdvancedFx.on_focus_distance" "On-Focus Distance"</item>
<item>"STD_iwa_BokehAdvancedFx.bokeh_amount" "Bokeh Amount"</item>
<item>"STD_iwa_BokehAdvancedFx.masterHardness" "Master Hardness"</item>
<item>"STD_iwa_BokehAdvancedFx.hardnessPerSource" "Hardness per Source"</item>
<item>"STD_iwa_BokehAdvancedFx.distance1" "Source1 Distance"</item>
<item>"STD_iwa_BokehAdvancedFx.bokeh_adjustment1" "Source1 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehAdvancedFx.hardness1" "Source1 Hardness"</item>
<item>"STD_iwa_BokehAdvancedFx.depth_ref1" "Depth Image"</item>
<item>"STD_iwa_BokehAdvancedFx.depthRange1" "Source1 Depth Range"</item>
<item>"STD_iwa_BokehAdvancedFx.fillGap1" "Fill Gap"</item>
<item>"STD_iwa_BokehAdvancedFx.doMedian1" "Use Median"</item>
<item>"STD_iwa_BokehAdvancedFx.distance2" "Source2 Distance"</item>
<item>"STD_iwa_BokehAdvancedFx.bokeh_adjustment2" "Source2 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehAdvancedFx.hardness2" "Source2 Hardness"</item>
<item>"STD_iwa_BokehAdvancedFx.depth_ref2" "Depth Image"</item>
<item>"STD_iwa_BokehAdvancedFx.depthRange2" "Source2 Depth Range"</item>
<item>"STD_iwa_BokehAdvancedFx.fillGap2" "Fill Gap"</item>
<item>"STD_iwa_BokehAdvancedFx.doMedian2" "Use Median"</item>
<item>"STD_iwa_BokehAdvancedFx.distance3" "Source3 Distance"</item>
<item>"STD_iwa_BokehAdvancedFx.bokeh_adjustment3" "Source3 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehAdvancedFx.hardness3" "Source3 Hardness"</item>
<item>"STD_iwa_BokehAdvancedFx.depth_ref3" "Depth Image"</item>
<item>"STD_iwa_BokehAdvancedFx.depthRange3" "Source3 Depth Range"</item>
<item>"STD_iwa_BokehAdvancedFx.fillGap3" "Fill Gap"</item>
<item>"STD_iwa_BokehAdvancedFx.doMedian3" "Use Median"</item>
<item>"STD_iwa_BokehAdvancedFx.distance4" "Source4 Distance"</item>
<item>"STD_iwa_BokehAdvancedFx.bokeh_adjustment4" "Source4 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehAdvancedFx.hardness4" "Source4 Hardness"</item>
<item>"STD_iwa_BokehAdvancedFx.depth_ref4" "Depth Image"</item>
<item>"STD_iwa_BokehAdvancedFx.depthRange4" "Source4 Depth Range"</item>
<item>"STD_iwa_BokehAdvancedFx.fillGap4" "Fill Gap"</item>
<item>"STD_iwa_BokehAdvancedFx.doMedian4" "Use Median"</item>
<item>"STD_iwa_BokehAdvancedFx.distance5" "Source5 Distance"</item>
<item>"STD_iwa_BokehAdvancedFx.bokeh_adjustment5" "Source5 Bokeh Adjustment"</item>
<item>"STD_iwa_BokehAdvancedFx.hardness5" "Source5 Hardness"</item>
<item>"STD_iwa_BokehAdvancedFx.depth_ref5" "Depth Image"</item>
<item>"STD_iwa_BokehAdvancedFx.depthRange5" "Source5 Depth Range"</item>
<item>"STD_iwa_BokehAdvancedFx.fillGap5" "Fill Gap"</item>
<item>"STD_iwa_BokehAdvancedFx.doMedian5" "Use Median"</item>
<item>"STD_iwa_TimeCodeFx" "TimeCode Iwa"</item>
<item>"STD_iwa_TimeCodeFx.displayType" "Display Type"</item>
<item>"STD_iwa_TimeCodeFx.frameRate" "Frame Rate"</item>
<item>"STD_iwa_TimeCodeFx.startFrame" "Start Frame"</item>
<item>"STD_iwa_TimeCodeFx.position" "Text Position"</item>
<item>"STD_iwa_TimeCodeFx.size" "Text Size"</item>
<item>"STD_iwa_TimeCodeFx.textColor" "Text Color"</item>
<item>"STD_iwa_TimeCodeFx.showBox" "Show Box"</item>
<item>"STD_iwa_TimeCodeFx.boxColor" "Box Color"</item>
<item>"STD_iwa_BarrelDistortFx" "Barrel Distort Iwa"</item>
<item>"STD_iwa_BarrelDistortFx.center" "Center"</item>
<item>"STD_iwa_BarrelDistortFx.distortion" "Distortion"</item>
<item>"STD_iwa_BarrelDistortFx.distortionAspect" "Distortion Aspect Ratio"</item>
<item>"STD_iwa_BarrelDistortFx.precision" "Source Precision"</item>
<item>"STD_iwa_BarrelDistortFx.chromaticAberration" "Chromatic Aberration"</item>
<item>"STD_iwa_BarrelDistortFx.vignetteAmount" "Vignetting Amount"</item>
<item>"STD_iwa_BarrelDistortFx.vignetteGamma" "Vignetting Gamma"</item>
<item>"STD_iwa_BarrelDistortFx.vignetteMidpoint" "Vignetting Midpoint"</item>
<item>"STD_iwa_BarrelDistortFx.scale" "Scale"</item>
<item>"STD_iwa_TextFx" "Text Iwa"</item>
<item>"STD_iwa_TextFx.targetType" "Source"</item>
<item>"STD_iwa_TextFx.columnIndex" "Column Index"</item>
<item>"STD_iwa_TextFx.hAlign" "Holizontal Align"</item>
<item>"STD_iwa_TextFx.text" "Text"</item>
<item>"STD_iwa_TextFx.center" "Center"</item>
<item>"STD_iwa_TextFx.width" "Width"</item>
<item>"STD_iwa_TextFx.height" "Height"</item>
<item>"STD_iwa_TextFx.font" "Font"</item>
<item>"STD_iwa_TextFx.textColor" "Text Color"</item>
<item>"STD_iwa_TextFx.boxColor" "Box Color"</item>
<item>"STD_iwa_TextFx.showBorder" "Show Border"</item>
<item>"STD_iwa_CorridorGradientFx" "Corridor Gradient Iwa" </item>
<item>"STD_iwa_CorridorGradientFx.shape" "Shape" </item>
<item>"STD_iwa_CorridorGradientFx.curveType" "Type" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_left_in" "Bottom Left In" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_left_out" "Bottom Left Out" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_right_in" "Bottom Right In" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_right_out" "Bottom Right Out" </item>
<item>"STD_iwa_CorridorGradientFx.top_right_in" "Top Right In" </item>
<item>"STD_iwa_CorridorGradientFx.top_right_out" "Top Right Out" </item>
<item>"STD_iwa_CorridorGradientFx.top_left_in" "Top Left In" </item>
<item>"STD_iwa_CorridorGradientFx.top_left_out" "Top Left Out" </item>
<item>"STD_iwa_CorridorGradientFx.inner_color" "Inner Color" </item>
<item>"STD_iwa_CorridorGradientFx.outer_color" "Outer Color" </item>
<item>"STD_iwa_SpinGradientFx" "Spin Gradient Iwa" </item>
<item>"STD_iwa_SpinGradientFx.center" "Center" </item>
<item>"STD_iwa_SpinGradientFx.curveType" "Type" </item>
<item>"STD_iwa_SpinGradientFx.startAngle" "Start Angle" </item>
<item>"STD_iwa_SpinGradientFx.startColor" "Start Color" </item>
<item>"STD_iwa_SpinGradientFx.endAngle" "End Angle" </item>
<item>"STD_iwa_SpinGradientFx.endColor" "End Color" </item>
<item>"STD_iwa_LinearGradientFx" "Linear Gradient" </item>
<item>"STD_iwa_LinearGradientFx.curveType" "Type" </item>
<item>"STD_iwa_LinearGradientFx.startPoint" "Start Point" </item>
<item>"STD_iwa_LinearGradientFx.startColor" "Start Color" </item>
<item>"STD_iwa_LinearGradientFx.endPoint" "End Point" </item>
<item>"STD_iwa_LinearGradientFx.endColor" "End Color" </item>
<item>"STD_iwa_LinearGradientFx.wave_amplitude" "Amplitude" </item>
<item>"STD_iwa_LinearGradientFx.wave_frequency" "Frequency" </item>
<item>"STD_iwa_LinearGradientFx.wave_phase" "Phase" </item>
<item>"STD_iwa_FloorBumpFx" "Floor Bump Iwa" </item>
<item>"STD_iwa_FloorBumpFx.renderMode" "Render Mode" </item>
<item>"STD_iwa_FloorBumpFx.fov" "Fov" </item>
<item>"STD_iwa_FloorBumpFx.cameraAltitude" "Camera Altitude" </item>
<item>"STD_iwa_FloorBumpFx.eyeLevel" "Eye Level" </item>
<item>"STD_iwa_FloorBumpFx.drawLevel" "Draw Level" </item>
<item>"STD_iwa_FloorBumpFx.waveHeight" "Wave Height" </item>
<item>"STD_iwa_FloorBumpFx.textureOffsetAmount" "Amount" </item>
<item>"STD_iwa_FloorBumpFx.textureOffsetSpread" "Spread" </item>
<item>"STD_iwa_FloorBumpFx.sourcePrecision" "Precision" </item>
<item>"STD_iwa_FloorBumpFx.souceMargin" "Margin" </item>
<item>"STD_iwa_FloorBumpFx.lightAzimuth" "Azimuth" </item>
<item>"STD_iwa_FloorBumpFx.lightElevation" "Elevation" </item>
<item>"STD_iwa_FloorBumpFx.depth" "Depth" </item>
<item>"STD_iwa_FloorBumpFx.refractiveIndex" "Refractive Index" </item>
<item>"STD_iwa_FloorBumpFx.distanceLevel" "Distance Level" </item>
<item>"STD_iwa_FloorBumpFx.differenceMode" "Render difference from unbumped state" </item>
<item>"STD_iwa_FloorBumpFx.displacement" "Displacement" </item>
<item>"STD_iwa_GlareFx" "Glare Iwa" </item>
<item>"STD_iwa_GlareFx.renderMode" "Render Mode" </item>
<item>"STD_iwa_GlareFx.irisMode" "Iris Shape" </item>
<item>"STD_iwa_GlareFx.irisScale" "Iris Scale" </item>
<item>"STD_iwa_GlareFx.irisGearEdgeCount" "Edges" </item>
<item>"STD_iwa_GlareFx.irisRandomSeed" "Random Seed" </item>
<item>"STD_iwa_GlareFx.irisSymmetry" "Symmetry" </item>
<item>"STD_iwa_GlareFx.irisAppearance" "Appearance" </item>
<item>"STD_iwa_GlareFx.intensity" "Intensity" </item>
<item>"STD_iwa_GlareFx.size" "Filter Size" </item>
<item>"STD_iwa_GlareFx.rotation" "Filter Rotation" </item>
<item>"STD_iwa_GlareFx.aberration" "Chromatic Aberration" </item>
<item>"STD_iwa_GlareFx.noise_factor" "Noise Factor" </item>
<item>"STD_iwa_GlareFx.noise_size" "Noise Size" </item>
<item>"STD_iwa_GlareFx.noise_octave" "Noise Octave" </item>
<item>"STD_iwa_GlareFx.noise_evolution" "Noise Evolution" </item>
<item>"STD_iwa_GlareFx.noise_offset" "Noise Offset" </item>
<item>"STD_iwa_FractalNoiseFx" "Fractal Noise Iwa" </item>
<item>"STD_iwa_FractalNoiseFx.fractalType" "Fractal Type" </item>
<item>"STD_iwa_FractalNoiseFx.noiseType" "Noise Type" </item>
<item>"STD_iwa_FractalNoiseFx.invert" "Invert" </item>
<item>"STD_iwa_FractalNoiseFx.rotation" "Rotation" </item>
<item>"STD_iwa_FractalNoiseFx.uniformScaling" "Uniform Scaling" </item>
<item>"STD_iwa_FractalNoiseFx.scale" "Scale" </item>
<item>"STD_iwa_FractalNoiseFx.scaleW" "Scale W" </item>
<item>"STD_iwa_FractalNoiseFx.scaleH" "Scale H" </item>
<item>"STD_iwa_FractalNoiseFx.offsetTurbulence" "Offset Turbulence" </item>
<item>"STD_iwa_FractalNoiseFx.perspectiveOffset" "Perspective Offset" </item>
<item>"STD_iwa_FractalNoiseFx.complexity" "Complexity" </item>
<item>"STD_iwa_FractalNoiseFx.subInfluence" "Sub Influence" </item>
<item>"STD_iwa_FractalNoiseFx.subScaling" "Sub Scaling" </item>
<item>"STD_iwa_FractalNoiseFx.subRotation" "Sub Rotation" </item>
<item>"STD_iwa_FractalNoiseFx.subOffset" "Sub Offset" </item>
<item>"STD_iwa_FractalNoiseFx.evolution" "Evolution" </item>
<item>"STD_iwa_FractalNoiseFx.cycleEvolution" "Cycle Evolution" </item>
<item>"STD_iwa_FractalNoiseFx.cycleEvolutionRange" "Cycle (in Evolution)" </item>
<item>"STD_iwa_FractalNoiseFx.dynamicIntensity" "Dynamic Intensity" </item>
<item>"STD_iwa_FractalNoiseFx.doConical" "Do Conical Transform" </item>
<item>"STD_iwa_FractalNoiseFx.conicalAngle" "Conical Angle" </item>
<item>"STD_iwa_FractalNoiseFx.cameraFov" "Camera FoV" </item>
<item>"STD_iwa_FractalNoiseFx.zScale" "Scale Depth" </item>
<item>"STD_iwa_FractalNoiseFx.conicalEvolution" "Conical Evolution" </item>
<item>"STD_iwa_FractalNoiseFx.alphaRendering" "Alpha Rendering" </item>
<item>"STD_iwa_BloomFx" "Bloom Iwa" </item>
<item>"STD_iwa_BloomFx.gamma" "Gamma" </item>
<item>"STD_iwa_BloomFx.auto_gain" "Auto Gain" </item>
<item>"STD_iwa_BloomFx.gain_adjust" "Gain Adjustment" </item>
<item>"STD_iwa_BloomFx.gain" "Gain" </item>
<item>"STD_iwa_BloomFx.decay" "Decay" </item>
<item>"STD_iwa_BloomFx.size" "Size" </item>
<item>"STD_iwa_BloomFx.alpha_mode" "Alpha Mode" </item>
<item>"STD_iwa_BloomFx.alpha_rendering" "Alpha Rendering" </item>
<item>"STD_iwa_RainbowFx" "Rainbow Iwa" </item>
<item>"STD_iwa_RainbowFx.center" "Center" </item>
<item>"STD_iwa_RainbowFx.radius" "Radius" </item>
<item>"STD_iwa_RainbowFx.intensity" "Intensity" </item>
<item>"STD_iwa_RainbowFx.width_scale" "Width Scale" </item>
<item>"STD_iwa_RainbowFx.inside" "Inside Intensity" </item>
<item>"STD_iwa_RainbowFx.secondary_rainbow" "Secondary Rainbow Intensity" </item>
<item>"STD_iwa_RainbowFx.alpha_rendering" "Alpha Rendering" </item>
<!------------------------------ Tiled Particles Iwa ------------------------------------------->
<item>STD_iwa_TiledParticlesFx "Tiled Particles Iwa" </item>
<item>"STD_iwa_TiledParticlesFx.rendermode" "Render Mode" </item>
<item>"STD_iwa_TiledParticlesFx.base_ctrl" "Base Image" </item>
<item>"STD_iwa_TiledParticlesFx.margin" "Margin" </item>
<item>"STD_iwa_TiledParticlesFx.curl" "Curl" </item>
<item>"STD_iwa_TiledParticlesFx.curl_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.curl_ctrl_2" "Control Image 2" </item>
<item>"STD_iwa_TiledParticlesFx.triangleSize" "Origin Spacing" </item>
<item>"STD_iwa_TiledParticlesFx.flap_velocity" "Flap Velocity" </item>
<item>"STD_iwa_TiledParticlesFx.flap_dir_sensitivity" "Rotation Sensitivity" </item>
<item>"STD_iwa_TiledParticlesFx.flap_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.light_theta" "Light Direction" </item>
<item>"STD_iwa_TiledParticlesFx.light_phi" "Light Tilt" </item>
<item>"STD_iwa_TiledParticlesFx.source_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.bright_thres" "Threshold" </item>
<item>"STD_iwa_TiledParticlesFx.center" "Center" </item>
<item>"STD_iwa_TiledParticlesFx.length" "Width" </item>
<item>"STD_iwa_TiledParticlesFx.height" "Height" </item>
<item>"STD_iwa_TiledParticlesFx.animation" "Animation" </item>
<item>"STD_iwa_TiledParticlesFx.step" "Animation Step" </item>
<item>"STD_iwa_TiledParticlesFx.starting_frame" "Starting Frame" </item>
<item>"STD_iwa_TiledParticlesFx.birth_rate" "Birth Rate" </item>
<item>"STD_iwa_TiledParticlesFx.random_seed" "Random Seed" </item>
<item>"STD_iwa_TiledParticlesFx.lifetime" "Lifetime" </item>
<item>"STD_iwa_TiledParticlesFx.lifetime_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.column_lifetime" "Use Column Duration for Lifetime" </item>
<item>"STD_iwa_TiledParticlesFx.gravity" "Gravity" </item>
<item>"STD_iwa_TiledParticlesFx.gravity_angle" "Gravity Angle" </item>
<item>"STD_iwa_TiledParticlesFx.gravityBufferFrame" "Gravity Buffer Frame" </item>
<item>"STD_iwa_TiledParticlesFx.gravity_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.friction" "Friction" </item>
<item>"STD_iwa_TiledParticlesFx.friction_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.wind" "Wind Intensity" </item>
<item>"STD_iwa_TiledParticlesFx.wind_angle" "Wind Angle" </item>
<item>"STD_iwa_TiledParticlesFx.swing_mode" "Swing Mode" </item>
<item>"STD_iwa_TiledParticlesFx.scattering_x" "Horizontal" </item>
<item>"STD_iwa_TiledParticlesFx.scattering_y" "Vertical" </item>
<item>"STD_iwa_TiledParticlesFx.scattering_x_ctrl" "H Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.scattering_y_ctrl" "V Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.swing" "Swing" </item>
<item>"STD_iwa_TiledParticlesFx.speed" "Speed" </item>
<item>"STD_iwa_TiledParticlesFx.speed_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.speed_angle" "Speed Angle" </item>
<item>"STD_iwa_TiledParticlesFx.speeda_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.speeda_use_gradient" "Use Gradient Angle" </item>
<item>"STD_iwa_TiledParticlesFx.speed_size" "Linked to Scale" </item>
<item>"STD_iwa_TiledParticlesFx.top_layer" "Top Layer" </item>
<item>"STD_iwa_TiledParticlesFx.mass" "Mass" </item>
<item>"STD_iwa_TiledParticlesFx.scale" "Size" </item>
<item>"STD_iwa_TiledParticlesFx.scale_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.scale_ctrl_all" "Use Control Image for the Whole Lifetime" </item>
<item>"STD_iwa_TiledParticlesFx.rot" "Orientation" </item>
<item>"STD_iwa_TiledParticlesFx.rot_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.trail" "Trail" </item>
<item>"STD_iwa_TiledParticlesFx.trail_step" "Step" </item>
<item>"STD_iwa_TiledParticlesFx.spin_swing_mode" "Swing Mode" </item>
<item>"STD_iwa_TiledParticlesFx.spin_speed" "Rotation Speed" </item>
<item>"STD_iwa_TiledParticlesFx.spin_random" "Extra Speed" </item>
<item>"STD_iwa_TiledParticlesFx.spin_swing" "Rotation Swing" </item>
<item>"STD_iwa_TiledParticlesFx.path_aim" "Follow Particles Movement" </item>
<item>"STD_iwa_TiledParticlesFx.opacity" "Opacity" </item>
<item>"STD_iwa_TiledParticlesFx.opacity_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.trail_opacity" "Trail Opacity" </item>
<item>"STD_iwa_TiledParticlesFx.scale_step" "Size Intensity" </item>
<item>"STD_iwa_TiledParticlesFx.scale_step_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.fade_in" "Fade-in Frames" </item>
<item>"STD_iwa_TiledParticlesFx.fade_out" "Fade-out Frames" </item>
<item>"STD_iwa_TiledParticlesFx.birth_color" "Birth Color" </item>
<item>"STD_iwa_TiledParticlesFx.birth_color_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.birth_color_spread" "Birth Spread" </item>
<item>"STD_iwa_TiledParticlesFx.birth_color_fade" "Birth Intensity" </item>
<item>"STD_iwa_TiledParticlesFx.fadein_color" "Fade-in Color" </item>
<item>"STD_iwa_TiledParticlesFx.fadein_color_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.fadein_color_spread" "Fade-in Spread" </item>
<item>"STD_iwa_TiledParticlesFx.fadein_color_range" "Frame Range" </item>
<item>"STD_iwa_TiledParticlesFx.fadein_color_fade" "Fade-in Intensity" </item>
<item>"STD_iwa_TiledParticlesFx.fadeout_color" "Fade-out Color" </item>
<item>"STD_iwa_TiledParticlesFx.fadeout_color_ctrl" "Control Image" </item>
<item>"STD_iwa_TiledParticlesFx.fadeout_color_spread" "Fade-out Spread" </item>
<item>"STD_iwa_TiledParticlesFx.fadeout_color_range" "Frame Range" </item>
<item>"STD_iwa_TiledParticlesFx.fadeout_color_fade" "Fade-out Intensity" </item>
<item>"STD_iwa_TiledParticlesFx.source_gradation" "Use Control Image Gradation" </item>
<item>"STD_iwa_TiledParticlesFx.pick_color_for_every_frame" "Pick Control Image's Color for Every Frame" </item>
</stringtable>