material postprocess { renderState { depthTest = false } technique Passthrough { pass { vertexShader = res/common/postprocess/postprocess.vert fragmentShader = res/common/postprocess/postprocess_passthrough.frag } } technique Grayscale { pass { vertexShader = res/common/postprocess/postprocess.vert fragmentShader = res/common/postprocess/postprocess_grayscale.frag } } technique Sepia { pass { vertexShader = res/common/postprocess/postprocess.vert fragmentShader = res/common/postprocess/postprocess_sepia.frag } } technique Pixelate { pass { vertexShader = res/common/postprocess/postprocess.vert fragmentShader = res/common/postprocess/postprocess_pixelate.frag } } technique Sobel Edge { pass { vertexShader = res/common/postprocess/postprocess.vert fragmentShader = res/common/postprocess/postprocess_sobeledge.frag } } technique Gaussian Blur { pass { vertexShader = res/common/postprocess/postprocess.vert fragmentShader = res/common/postprocess/postprocess_gaussianblur.frag } } technique Old Film { pass { vertexShader = res/common/postprocess/postprocess.vert fragmentShader = res/common/postprocess/postprocess_oldfilm.frag } } }