//DirectX 9.0 HLSL Vertex Shader vs_1_1
vertex_program Blur0_vs11 hlsl
{
	source Blur0_vs11.hlsl
	target vs_1_1
	entry_point main
}

//DirectX 9.0 HLSL Pixel Shader ps_2_0
fragment_program Blur0_ps20 hlsl
{
	source Blur0_ps20.hlsl
	target ps_2_0
	entry_point main
}

//DirectX 9.0 HLSL Vertex Shader vs_1_1
vertex_program Blur1_vs11 hlsl
{
	source Blur1_vs11.hlsl
	target vs_1_1
	entry_point main
}

//DirectX 9.0 HLSL Pixel Shader ps_2_0
fragment_program Blur1_ps20 hlsl
{
	source Blur1_ps20.hlsl
	target ps_2_0
	entry_point main
}

vertex_program Blur0_vs_glsl glsl
{
	source Blur0_vs.glsl
}
vertex_program Blur1_vs_glsl glsl
{
	source Blur1_vs.glsl
}
fragment_program Blur_ps_glsl glsl
{
	source Blur_ps.glsl
	default_params
	{
		param_named tex0 int 0
	}
}

//Effect: Bloom
material Ogre/Compositor/Blur0
{
	technique
	{
		//Rendering Pass: Blur0 (pass index: #1 )
		pass
		{
			//State: D3DRS_CULLMODE, Value : D3DCULL_NONE
			cull_hardware none
			cull_software none
			depth_check off

			fragment_program_ref Blur0_ps20
			{
			}
			vertex_program_ref Blur0_vs11
			{
			}
			texture_unit RT
			{
                tex_coord_set 0
				tex_address_mode clamp
				filtering linear linear linear
			}
		}
	}
	technique
	{
		//Rendering Pass: Blur0 (pass index: #1 )
		pass
		{
			cull_hardware none
			cull_software none
			depth_check off

			fragment_program_ref Blur_ps_glsl
			{
			}
			vertex_program_ref Blur0_vs_glsl
			{
			}
			texture_unit RT
			{
                tex_coord_set 0
				tex_address_mode clamp
				filtering linear linear linear
			}
		}
	}
}

material Ogre/Compositor/Blur1
{
	technique
	{

		//Rendering Pass: Blur1 (pass index: #2 )
		pass
		{
			cull_hardware none
			cull_software none
			depth_check off

			fragment_program_ref Blur1_ps20
			{
			}
			vertex_program_ref Blur1_vs11
			{
			}
			texture_unit
			{
                tex_coord_set 0
				tex_address_mode clamp
				filtering linear linear linear
			}
		}
	}
	technique
	{

		//Rendering Pass: Blur1 (pass index: #2 )
		pass
		{
			cull_hardware none
			cull_software none
			depth_func always_pass

			fragment_program_ref Blur_ps_glsl
			{
			}
			vertex_program_ref Blur1_vs_glsl
			{
			}
			texture_unit
			{
                tex_coord_set 0
				tex_address_mode clamp
				filtering linear linear linear
			}
		}
	}
}

/// Overlay quad
material Ogre/Compositor/BloomBlend
{
    technique
    {
        pass
        {
            lighting on
            diffuse 0.0 0.0 0.0 0.6
            specular 0.0 0.0 0.0 0.0
            ambient 0.0 0.0 0.0
            emissive 1.0 1.0 1.0
            cull_hardware none
            depth_check off
            scene_blend alpha_blend

            texture_unit
            {
                tex_coord_set 0
				tex_address_mode clamp
				filtering linear linear linear
            }
        }
    }
}
