compositor Glow { technique { texture rt_output target_width target_height PF_A8R8G8B8 texture glowMap target_width_scaled 0.25 target_height_scaled 0.25 PF_A8R8G8B8 texture blurX target_width_scaled 0.25 target_height_scaled 0.25 PF_A8R8G8B8 texture blurXY target_width_scaled 0.25 target_height_scaled 0.25 PF_A8R8G8B8 //Fetch scene contents. target rt_output { input previous } //Get scene rendered with 'Glow' scheme target glowMap { input none material_scheme glow pass clear { } pass render_scene { } } //Blur it along X. target blurX { input none pass render_quad { material GlowCompositorMat/GlowX input 0 glowMap } } //Blur it along Y. target blurXY { input none pass render_quad { material GlowCompositorMat/GlowY input 0 blurX } } //add to original, and output. target_output { input none pass render_quad { material GlowCompositorMat/GlowBlend input 0 rt_output input 1 blurXY } } } }