motionBlurRenderPass = new MotionBlurRenderPass( cam, 1 );
motionBlurRenderPass = new MotionBlurRenderPass( cam );
	protected void simpleInitGame() {		display.setTitle( "MotionBlur Test" );		//Setup camera		cam.setFrustumPerspective( 45.0f, (float) display.getWidth() / (float) display.getHeight(), 1, 5000 );		cam.setLocation( new Vector3f( 200, 150, 200 ) );		cam.lookAt( new Vector3f( 0, 0, 0 ), Vector3f.UNIT_Y );		cam.update();		setupKeyBindings();		//Setup lights		PointLight light = new PointLight();		light.setDiffuse( new ColorRGBA( 1.0f, 1.0f, 1.0f, 1.0f ) );		light.setAmbient( new ColorRGBA( 0.5f, 0.5f, 0.5f, 1.0f ) );		light.setLocation( new Vector3f( 0, 30, 0 ) );		light.setEnabled( true );		lightState.attach( light );		//Add dummy objects to rootNode		rootNode.attachChild( createObjects() );		//Setup renderpasses		RenderPass rootPass = new RenderPass();		rootPass.add( rootNode );		pManager.add( rootPass );		motionBlurRenderPass = new MotionBlurRenderPass( cam, 1 );		if( !motionBlurRenderPass.isSupported() ) {			Text t = new Text( "Text", "GLSL Not supported on this computer." );			t.setRenderQueueMode( Renderer.QUEUE_ORTHO );			t.setLightCombineMode( LightState.OFF );			t.setLocalTranslation( new Vector3f( 0, 20, 0 ) );			fpsNode.attachChild( t );		}		else {			motionBlurRenderPass.add( rootNode );			motionBlurRenderPass.addMotionBlurSpatial( sphere );			motionBlurRenderPass.addMotionBlurSpatial( torus );			motionBlurRenderPass.setUseCurrentScene( true );			pManager.add( motionBlurRenderPass );		}		createDebugQuads();		fpsNode.attachChild( debugQuadsNode );		RenderPass fpsPass = new RenderPass();		fpsPass.add( fpsNode );		pManager.add( fpsPass );	}