3 pass shader

How i can implement the subject? Because i need some specific glow, so default one is not applicable in my case. And i am developing and debugging my shader in RenderMonkey. And in that editor in first passes i must to render to special texture, apply that to a quad, which is already in screen space, and paint on this one. So for intermediate texture i can declare additional Texture2D (in j3md). But what with several passes declaration and a screen aligned quad for texture with intermediate result ?

Well, that’s what is done in the BloomFilter, have a look at it