compositor GameTools/ToneMap { technique { texture scene target_width target_height PF_FLOAT16_RGBA texture luminance 256 256 PF_FLOAT16_RGBA texture rt0 256 256 PF_FLOAT16_RGBA texture rt1 256 256 PF_FLOAT16_RGBA target scene { // Render output from previous compositor (or original scene) input previous } target luminance { input none pass render_quad { material GameTools/Luminance input 0 scene } } target rt0 { input none pass render_quad { material GameTools/GlowBlurV input 0 luminance } } target rt1 { input none pass render_quad { material GameTools/GlowBlurH input 0 rt0 } } target_output { input none pass render_quad { material GameTools/ToneMap input 0 scene input 1 rt1 input 2 luminance } } } }