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 texture rt2 128 128 PF_FLOAT16_RGBA texture rt3 32 32 PF_FLOAT16_RGBA texture rt4 8 8 PF_FLOAT16_RGBA texture rt5 2 2 PF_FLOAT16_RGBA target 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 rt2 { input none pass render_quad { material GameTools/GlowBlurV input 0 rt1 } } target rt3 { input none pass render_quad { material GameTools/GlowBlurH input 0 rt2 } } target rt4 { input none pass render_quad { material GameTools/GlowBlurV input 0 rt3 } } target rt5 { input none only_initial on pass clear { } } target rt5 { input none pass render_quad { clear { buffers depth } material GameTools/GlowBlurHTB input 0 rt4 } } target_output { input none pass render_quad { material GameTools/ToneMap input 0 scene input 1 rt1 input 2 luminance input 3 rt5 } } } }