MATERIAL* mtl_PostProcess={
effect="
texture TargetMap;
sampler mySampler = sampler_state{texture=<TargetMap>;};
float4 PP_Shader (float2 Tex: TEXCOORD0):Color0
{
float4 Color;
Color=tex2D(mySampler,Tex.xy);
return Color;
}
technique PP
{
pass p1
{
PixelShader= compile ps_1_0 PP_Shader();
VertexShader=null;
}
}
";
}
VIEW* postprocess={
material=mtl_PostProcess;
flags=PROCESS_TARGET;
}