public PostEffectLightBloom() { var g = Engine.Graphics; var baseCode = SwigObject.GetLightBloomShader((swig.GraphicsDeviceType)g.GraphicsDeviceType); var codeX = "#define BLUR_X 1\n" + baseCode; var codeX_Lum = "#define BLUR_X 1\n#define LUM 1\n" + baseCode; var codeY = "#define BLUR_Y 1\n" + baseCode; var codeSum = "#define SUM 1\n" + baseCode; var shaderX = g.CreateShader2D(codeX); material2dX = g.CreateMaterial2D(shaderX); var shaderX_Lum = g.CreateShader2D(codeX_Lum); material2dX_Lum = g.CreateMaterial2D(shaderX_Lum); var shaderY = g.CreateShader2D(codeY); material2dY = g.CreateMaterial2D(shaderY); var shaderSum = g.CreateShader2D(codeSum); materialSum = g.CreateMaterial2D(shaderSum); string downsampleCode = SwigObject.GetDownsampleShader((swig.GraphicsDeviceType)g.GraphicsDeviceType); var downsampleShader = g.CreateShader2D(downsampleCode); downsample = g.CreateMaterial2D(downsampleShader); }