///------------------------------------------------------------------------------------------------- /// /// 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(); } }