public HdrFrame ( Game game, int width, int height )
{
HdrBuffer = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgba16F, width, height, false, false );
LightAccumulator = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgba16F, width, height, false, true );
SSSAccumulator = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgba16F, width, height, false, true );
DepthBuffer = new DepthStencil2D( game.GraphicsDevice, DepthFormat.D24S8, width, height, 1 );
DiffuseBuffer = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgba8_sRGB, width, height, false, false );
SpecularBuffer = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgba8_sRGB, width, height, false, false );
NormalMapBuffer = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgb10A2, width, height, false, false );
ScatteringBuffer = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgba8_sRGB, width, height, false, false );
SSAOBuffer = new RenderTarget2D( game.GraphicsDevice, ColorFormat.Rgba8, width, height, false, false );
Clear();
}