const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity";
const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation";
-const char* const EFFECT_IMAGE_NAME( "sEffect" );
-
///////////////////////////////////////////////////////
//
// Bloom shaders
// use the completed blur in the first buffer and composite with the original child actors render
mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren );
- Material material = mCompositeImageActor.GetRendererAt(0).GetMaterial();
- int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME );
- if( textureIndex == -1 )
- {
- material.AddTexture( mBlurExtractTarget, EFFECT_IMAGE_NAME );
- }
- else
- {
- material.SetTextureImage( textureIndex, mBlurExtractTarget );
- }
+ TextureSet textureSet = mCompositeImageActor.GetRendererAt(0).GetTextures();
+ textureSet.SetImage( 1u, mBlurExtractTarget );
// set up target actor for rendering result, i.e. the blurred image
mTargetImageActor.SetImage(mOutputRenderTarget);