//--------------------------------------------- // Bloom float4 main(float2 texCoord: TEXCOORD0, uniform sampler RT: register(s0), uniform sampler Blur1: register(s1), uniform float OriginalImageWeight, uniform float BlurWeight ) : COLOR { float4 sharp = tex2D(RT, texCoord); float4 blur = tex2D(Blur1, 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; }