       let inputRenderTarget = renderTargetBright;

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.screen.material = this.blurMaterials[i];

                    this.blurMaterials[i].uniforms.tMap.value = inputRenderTarget.texture;
                    this.blurMaterials[i].uniforms.uDirection.value = BlurDirectionX;
                    renderer.setRenderTarget(renderTargetsHorizontal[i]);
                    renderer.clear();
                    renderer.render(this.s