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DirectX bloom shader problems

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@dmanning23 wrote:

I've got a bloom post-processor that doesn't work on MonoGame.WindowsDX.
This is the famous bloom shader from the AlienScribble XNA tutorial, bundled up into a component. I'm having trouble debugging it because honestly the math is waaay over my head :wink:

It works fine on DesktopGL, Android, & iOS, but not WindowsDX....

Android:

WindowsDX:

I think there is something going on with this line, because that looks like a clamping problem, right?

GraphicsDevice.SamplerStates[1] = SamplerState.LinearClamp;

Cheers!

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