fragment_program edgesFP hlsl { source edgesFP.source target ps_2_0 entry_point main } vertex_program edgesVP hlsl { source edgesVP.source target vs_1_1 entry_point main } material EdgeDetection { technique { pass { scene_blend add fragment_program_ref edgesFP { param_named offset float 1024 } vertex_program_ref edgesVP { } texture_unit { } } } }