//--------------------------------------------- // Bloom Texture2D RT; Texture2D Blur1; SamplerState g_samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; float4 main(float4 Pos: SV_POSITION ,float2 texCoord: TEXCOORD0, uniform float OriginalImageWeight, uniform float BlurWeight ) : SV_Target { float4 sharp = RT.Sample(g_samLinear, texCoord); float4 blur = Blur1.Sample(g_samLinear, texCoord); //return blur*0.5+sharp*0.5; return blur*BlurWeight+sharp*OriginalImageWeight; //return blur; //return ( sharp + blur * 1.8 ) / 2; // return (sharp*3/6 + (blur*4/6))*float4(1.5, 1.5, 1.5, 1);; // float4 color = lerp( sharp, blur, 0.4f ); // return color; /* return ( sharp + blur * 1.8 ) / 2 + luminance(blur) * float4( 0.5, 0.5, 0.5, 0) + luminance(sharp) * float4( 0.3, 0.3, 0.3, 0); */ /* return ( sharp + blur * 0.9) / 2 + luminance(blur) * float4(0.1, 0.15, 0.7, 0); */ /* return ( sharp + blur * 0.9) / 2 + luminance(blur) * float4(0.1, 0.15, 0.7, 0); */ // float4 retColor = luminance( sharp ) + // luminance( blur ) + blur / 2; // return retColor; }