rendered paste body core::vector2di size(512, 512);
core::vector2di sizee(128,128);
rmgr->loadResources("PPDisplay.lfm");
rmgr->loadResources("Blur.lfm");
rmgr->loadResources("PPCombine.lfm");
SceneTex = new res::CTexture2D("rtt1",res::ECF_A8R8G8B8,WindowSize ,true,false,false);
Downsampled = new res::CTexture2D("rtt2",res::ECF_A8R8G8B8, sizee,true,false,false);
Blurred = new res::CTexture2D("rtt3",res::ECF_A8R8G8B8, WindowSize,true,false,false);
fullScreenEffect=new render::CPostProcessor("BlackAndWhitePP", rwin, 150, sizee);
// and add a black&white processing step
PPstep = fullScreenEffect->addStep("Bloom", render::ERPF_USER1, SceneTex);
PPstep->addInput(render::EPPSI_SCENE);
/*PPstep = fullScreenEffect->addStep("Bloom1", render::ERPF_USER1, Downsampled);
PPstep->addInput(render::EPPSI_TEXTURE,SceneTex);*/
PPstep = fullScreenEffect->addStep("Bloom3", render::ERPF_USER2, Blurred);
PPstep->addInput(render::EPPSI_TEXTURE,SceneTex);
PPstep = fullScreenEffect->addStep("Bloom5", render::ERPF_USER1, WindowSize);
PPstep->addInput(render::EPPSI_TEXTURE,Blurred);
//PPstep->addInput(render::EPPSI_TEXTURE,Blurred);
//PPstep->addInput(render::EPPSI_SCENE_DEPTH );