function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
            if (automaticBuild === void 0) { automaticBuild = true; }
            var _this = _super.call(this, scene.getEngine(), name) || this;
            _this.PassPostProcessId = "PassPostProcessEffect";
            _this.HighLightsPostProcessId = "HighLightsPostProcessEffect";
            _this.BlurXPostProcessId = "BlurXPostProcessEffect";
            _this.BlurYPostProcessId = "BlurYPostProcessEffect";
            _this.CopyBackPostProcessId = "CopyBackPostProcessEffect";
            _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
            _this.FxaaPostProcessId = "FxaaPostProcessEffect";
            _this.FinalMergePostProcessId = "FinalMergePostProcessEffect";
            // IAnimatable
            _this.animations = [];
            // Values       
            _this._bloomEnabled = false;
            _this._fxaaEnabled = false;
            _this._imageProcessingEnabled = true;
            _this._bloomScale = 0.6;
            _this._buildAllowed = true;
            /**
             * Specifies the size of the bloom blur kernel, relative to the final output size
             */
            _this.bloomKernel = 64;
            /**
             * Specifies the weight of the bloom in the final rendering
             */
            _this._bloomWeight = 0.15;
            _this._cameras = cameras || [];
            _this._buildAllowed = automaticBuild;
            // Initialize
            _this._scene = scene;
            var caps = _this._scene.getEngine().getCaps();
            _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
            // Misc
            if (_this._hdr) {
                if (caps.textureHalfFloatRender) {
                    _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
                }
                else if (caps.textureFloatRender) {
                    _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
                }
            }
            else {
                _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
            }
            // Attach
            scene.postProcessRenderPipelineManager.addPipeline(_this);
            _this._buildPipeline();
            return _this;
        }
@constructor
@param {string} name - The rendering pipeline name
@param {BABYLON.Scene} scene - The scene linked to this pipeline
@param {any} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
@param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
@param {boolean} automaticBuild - if false, you will have to manually call prepare() to update the pipeline