private ResourceRef <Material> mGaussBlurVer; // Material for vertical pass of gauss blur public AasRenderer(RenderingDevice device, ShapeRenderer2d shapeRenderer2d, ShapeRenderer3d shapeRenderer3d) { mDevice = device; mShapeRenderer2d = shapeRenderer2d; mShapeRenderer3d = shapeRenderer3d; mGeometryShadowMaterial = CreateGeometryShadowMaterial(device); mShadowTarget = device.CreateRenderTargetTexture(BufferFormat.A8R8G8B8, ShadowMapWidth, ShadowMapHeight, debugName: "AASShadowTarget"); mShadowTargetTmp = device.CreateRenderTargetTexture(BufferFormat.A8R8G8B8, ShadowMapWidth, ShadowMapHeight, debugName: "AASShadowTargetTmp"); mShadowMapMaterial = CreateShadowMapMaterial(device); mGaussBlurHor = CreateGaussBlurMaterial(device, mShadowTarget, true); mGaussBlurVer = CreateGaussBlurMaterial(device, mShadowTargetTmp, false); }