///-------------------------------------------------------------------------------------------------
///
/// Charles Humphrey, 12/07/2025.
/// Fixes for DX implementation.
///
///-------------------------------------------------------------------------------------------------
#include "PPVertexShader.fxh"
sampler TextureSampler : register(s0);
float BloomThreshold;
///-------------------------------------------------------------------------------------------------
/// Function now uses correct vertex input structure for both OGL and DX
///
/// Charles Humphrey, 12/07/2025.
///-------------------------------------------------------------------------------------------------
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float4 c = tex2D(TextureSampler, input.TexCoord);
return saturate((c - BloomThreshold) / (1 - BloomThreshold));
}
technique BloomExtract
{
pass Pass1
{
PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
}
}