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 );