* Blur filters do not need a temporary framebuffer. (Nor do any other filters.) * We now write the texture sizes into the mask UV coordinates properly. * We allow composite filters to inflate the dimensions of their render targets. This means that blurs can draw outside their rects. Remaining issues: * Blur filters need to not read outside of the render target in the atlas. * The vertical blur needs to blur the render target that the horizontal blur wrote to rather than the original render target.