OK, i tried it.
The screensize one works, but you'll have to set the technique you want to use. I'll give you an example code of how i'm doing it right now. It's a bit sloppy, i put it into a quick template of mine, so i'm declaring the rendersurface and shader just before the loop. It's good though, since it'll be easier to read for you. I didn't make any changes to the HLSL shader found on the nvidia page, i just copied it straight. Also make sure you've got the include folder in your application folder. The include folder is found in the *.zip file from the nVidia shader. Hope you'll enjoy it

public void Main_Loop()
{
TVRenderSurface RS = Scene.CreateRenderSurface(TV.GetViewport().GetWidth(), TV.GetViewport().GetHeight(), true, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_A8R8G8B8);
TVShader GlowShader = Scene.CreateShader();
GlowShader.CreateFromEffectFile(Application.StartupPath + "\\Shaders\\abc.fx");
GlowShader.SetEffectParamFloat("GlowSpan", 2.0f);
GlowShader.SetEffectParamFloat("Glowness", 2.0f);
GlowShader.SetEffectParamFloat("Sceneness", 6.5f);
GlowShader.SetTechnique("Glow_9Tap");
RS.SetNewCamera(Scene.GetCamera());
//TV.SetAntialiasing(true, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_4_SAMPLES);
while (blnLoop)
{
CheckInput();
RS.StartRender();
Scene.RenderAll(true);
RS.EndRender();
TV.Clear();
Screen2D.Action_Begin2D();
Screen2D.Draw_FullscreenQuadWithShader(GlowShader, 0, 0, 1, 1,RS.GetTexture());
Screen2D.Action_End2D();
TV.RenderToScreen();
Application.DoEvents();
}
}
Greetings,
Bart
PS. Not the 30 minutes i hoped for, but i couldn't fix it myself at first either.