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VR Blur, Chromatic Aberrations, Color Gradients, Converter (all projections and cube layouts), De-Noise, Digital Glitch, Fractal Noise, Glow, Plane to Sphere, Rotate Sphere, Sharpen and Sphere to Plane run on the GPU (fx_vr.rs / fx_vr.wgsl) with the CPU's equirectangular maths: seam-wrapping, pole-continuing sampling and latitude-widened box blurs, per eye for stereo layouts. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>