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-rw-r--r--hlsl/bloom.fx24
1 files changed, 12 insertions, 12 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
index 42c65e6a45b..7b8443b4a0c 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -308,7 +308,7 @@ float3 GetNoiseFactor(float3 n, float random)
float4 ps_main(PS_INPUT Input) : COLOR
{
- float3 texel = tex2D(DiffuseSampler, Input.TexCoord).rgb;
+ float4 texel = tex2D(DiffuseSampler, Input.TexCoord);
float3 texelA = tex2D(BloomSamplerA, Input.BloomCoord.xy).rgb;
float3 texelB = tex2D(BloomSamplerB, Input.BloomCoord.xy).rgb;
@@ -346,7 +346,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
{
float3 bloom = float3(0.0f, 0.0f, 0.0f);
- texel *= Level0Weight;
+ texel.rgb *= Level0Weight;
if (!VectorScreen)
{
@@ -381,7 +381,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
bloom *= BloomScale;
- float3 bloomOverdrive = max(0.0f, texel + bloom - 1.0f) * BloomOverdrive;
+ float3 bloomOverdrive = max(0.0f, texel.rgb + bloom - 1.0f) * BloomOverdrive;
bloom.r += bloomOverdrive.g * 0.5f;
bloom.r += bloomOverdrive.b * 0.5f;
@@ -393,20 +393,20 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 NoiseCoord = Input.TexCoord;
float3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord));
- blend = texel + bloom * NoiseFactor;
+ blend = texel.rgb + bloom * NoiseFactor;
}
// darken
else
{
- texelA = min(texel, texelA);
- texelB = min(texel, texelB);
- texelC = min(texel, texelC);
- texelD = min(texel, texelD);
- texelE = min(texel, texelE);
- texelF = min(texel, texelF);
- texelG = min(texel, texelG);
- texelH = min(texel, texelH);
+ texelA = min(texel.rgb, texelA);
+ texelB = min(texel.rgb, texelB);
+ texelC = min(texel.rgb, texelC);
+ texelD = min(texel.rgb, texelD);
+ texelE = min(texel.rgb, texelE);
+ texelF = min(texel.rgb, texelF);
+ texelG = min(texel.rgb, texelG);
+ texelH = min(texel.rgb, texelH);
blend = texel * Level0Weight;
blend = lerp(blend, texelA, Level1Weight * BloomScale);