| 123456789101112131415161718192021222324252627282930 |
- ///-------------------------------------------------------------------------------------------------
- /// <remarks>
- /// Charles Humphrey, 12/07/2025.
- /// Fixes for DX implementation.
- /// </remarks>
- ///-------------------------------------------------------------------------------------------------
- #include "PPVertexShader.fxh"
- sampler TextureSampler : register(s0);
- float BloomThreshold;
- ///-------------------------------------------------------------------------------------------------
- /// <summary> Function now uses correct vertex input structure for both OGL and DX </summary>
- ///
- /// <remarks> Charles Humphrey, 12/07/2025. </remarks>
- ///-------------------------------------------------------------------------------------------------
- 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();
- }
- }
|