vector< PostProcessingProgramEffectPass > effectPasses
void addEffectPass(int effectPassIdx, int frameBufferWidthDivideFactor, int frameBufferHeightDivideFactor, string shaderPrefix, bool applyShadowMapping, bool applyPostProcessing, int32_t renderTypes, Color4 clearColor, bool renderLightSources, bool skipOnLightSourceNotVisible)
Add effect pass.
vector< PostProcessingProgramStep > steps
bool isSupported()
Checks if program is supported.
void addPostProcessingStep(string shaderId, FrameBufferSource source, FrameBufferTarget target, bool bindTemporary=false, FrameBufferSource blendToSource=FRAMEBUFFERSOURCE_NONE)
Add step.