I tried converting this into VB.NET, but I'm not sure if I made a mistake or not. I got rid of the properties and just went with private vars. Tell me if you can get it to work

It just shows up all garbled to me..
Imports Clean_FuryEngine.FCommon
Imports TrueVision3D
Public Class FBloom
Private mvarEnabled As Boolean 'local copy
Private mvarBrightness As Double 'local copy
Private mvarColor As Long 'local copy
Private mvarGlitter As Long 'local copy
Private mvarBlurRadius As Long 'local copy
Private mvarBlurStep As Long 'local copy
Private mvarBlurStrength As Long 'local copy
Private RunAlready As Boolean
Public RS1 As New TVRenderSurface
Public RS2 As New TVRenderSurface
Public RS3 As New TVRenderSurface
Public screenwidth As Long, screenheight As Long, screenbits As Long
Public mvarQuality As Integer
Public Sub New()
mvarEnabled = True
mvarBrightness = 0.5
mvarColor = FInternal.g_oGLO.RGBA(0.8, 0.5, 0.4, 1)
mvarGlitter = 0
mvarBlurRadius = 5
mvarBlurStep = 2
mvarBlurStrength = 2
End Sub
Public Sub Init(ByVal Engine As TVEngine, ByVal Scene As TVScene, Optional ByVal Quality As Integer = 0)
Engine.GetVideoMode(screenwidth, screenheight, screenbits)
mvarQuality = Quality
If mvarQuality = 0 Then mvarQuality = 2
RS1 = Scene.CreateRenderSurface(screenwidth, screenheight, True)
RS2 = Scene.CreateRenderSurface(screenwidth / mvarQuality, screenwidth / mvarQuality, True)
RS3 = Scene.CreateRenderSurface(screenwidth / mvarQuality, screenwidth / mvarQuality, True)
FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE, DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE)
FInternal.g_o2DI.SETTINGS_SetTextureFilter(CONST_TV_TEXTUREFILTER.TV_FILTER_GAUSSIANCUBIC)
End Sub
Public Sub EndRender()
RS1.EndRender()
Dim cx As Long
Dim cy As Long
Dim randlev As Long = mvarGlitter
FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_DESTALPHA, DxVBLibA.CONST_D3DBLEND.D3DBLEND_SRCALPHA)
If mvarEnabled = True Then
RS2.StartRender(True)
FInternal.g_o2DI.ACTION_Begin2D()
FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_SRCALPHA, DxVBLibA.CONST_D3DBLEND.D3DBLEND_INVSRCALPHA)
For cx = -mvarBlurRadius To mvarBlurRadius Step mvarBlurStep
If cx <> -mvarBlurRadius Then FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_DESTALPHA, DxVBLibA.CONST_D3DBLEND.D3DBLEND_SRCALPHA)
FInternal.g_o2DI.DRAW_Texture(RS1.GetTexture, cx, -Rnd() * randlev, num2rs(screenwidth / mvarQuality) + cx, num2rs(screenwidth / mvarQuality) - (Rnd() * randlev), FInternal.g_oGLO.RGBA(1, 1, 1, 0.05 * mvarBlurStrength * (mvarBlurRadius - Math.Abs(cx))))
Next
FInternal.g_o2DI.ACTION_End2D()
RS2.EndRender()
RS3.StartRender(True)
FInternal.g_o2DI.ACTION_Begin2D()
FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_SRCALPHA, DxVBLibA.CONST_D3DBLEND.D3DBLEND_INVSRCALPHA)
For cy = -mvarBlurRadius To mvarBlurRadius Step mvarBlurStep
If cy <> -mvarBlurRadius Then FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_DESTALPHA, DxVBLibA.CONST_D3DBLEND.D3DBLEND_SRCALPHA)
FInternal.g_o2DI.DRAW_Texture(RS2.GetTexture, -Rnd() * randlev, cy, num2rs(screenwidth / mvarQuality) - (Rnd() * randlev), num2rs(screenwidth / mvarQuality) + cy, FInternal.g_oGLO.RGBA(1, 1, 1, 0.05 * mvarBlurStrength * (mvarBlurRadius - Math.Abs(cy))))
Next
FInternal.g_o2DI.ACTION_End2D()
RS3.EndRender()
End If
End Sub
Public Sub DrawBloom()
Dim coler As Long
coler = FInternal.g_oGLO.RGBA(rgbadecode(mvarColor, 1) * mvarBrightness, rgbadecode(mvarColor, 2) * mvarBrightness, rgbadecode(mvarColor, 3) * mvarBrightness, rgbadecode(mvarColor, 4))
FInternal.g_o2DI.ACTION_Begin2D()
FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_SRCALPHA, DxVBLibA.CONST_D3DBLEND.D3DBLEND_INVSRCALPHA)
FInternal.g_o2DI.DRAW_Texture(RS1.GetTexture, 0, 0, screenwidth, screenheight)
If mvarEnabled = True Then
FInternal.g_o2DI.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE, DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE)
FInternal.g_o2DI.DRAW_Texture(RS1.GetTexture, 0, 0, screenwidth, screenheight + 10, coler)
'TwoDee1.DRAW_Texture RS3.GetTexture, 0, 0, screenwidth, screenheight + 10, coler
End If
FInternal.g_o2DI.ACTION_End2D()
End Sub
Public Sub StartRender(ByVal Eye As TVCamera)
RS1.SetCamera(Eye.GetPosition.x, Eye.GetPosition.y, Eye.GetPosition.z, Eye.GetLookAt.x, Eye.GetLookAt.y, Eye.GetLookAt.z)
RS1.StartRender(True)
End Sub
Public Function rgbadecode(ByVal rgbacolor As Long, ByVal element As Long) As Long
Dim rgb2 As Long, blu As Long, grn As Long, red As Long, alpha As Long
rgb2 = rgbacolor
If rgbacolor < 0 Then rgb2 = 256 ^ 4 + rgbacolor
blu = ((rgb2 / 256) - Int(rgb2 / 256)) * 256
rgb2 = Int(rgb2 / 256)
grn = rgb2 Mod 256
red = (rgb2 \ 256) Mod 256
alpha = ((rgb2 \ 256) \ 256) Mod 256
Select Case element
Case 1
rgbadecode = red / 255
Case 2
rgbadecode = grn / 255
Case 3
rgbadecode = blu / 255
Case 4
rgbadecode = alpha / 255
End Select
End Function
Public Function num2rs(ByVal sizeof As Long) As Long
Dim a As Long
For a = 1 To 80
If 2 ^ a >= sizeof Then Exit For
Next
num2rs = 2 ^ a
End Function
Protected Overrides Sub Finalize()
RS1 = Nothing
RS2 = Nothing
RS3 = Nothing
MyBase.Finalize()
End Sub
End Class