After changing the Samplers to the following:
Code: Select all
Texture2D TextureDepth;
Texture2D TextureDownsampled;
Texture2D texBloom2;
Texture2D texBloom3;
Texture2D texBloom4;
Texture2D texBloom5;
Texture2D texBloom6;
Texture2D texBloom7;//additional bloom tex
Texture2D texBloom8;//additional bloom tex
SamplerState SamplerDepth = sampler_state
{
Texture = <TextureDepth>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom1 = sampler_state
{
Texture = <TextureDownsampled>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
The error is thrown for the first sampler, Texture = <TextureDepth>. Took a look at the default ENB bloom, and there is quite the difference in structure for the samplers.
Original ENB bloom:
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SamplerState Sampler0
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
};
SamplerState Sampler1
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
Changed the samplers to the following:
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SamplerState SamplerDepth
{
Texture = TextureDepth;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom1
{
Texture = TextureDownsampled;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom2
{
Texture = texBloom2;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom3
{
Texture = texBloom3;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom4
{
Texture = texBloom4;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom5
{
Texture = texBloom5;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom6
{
Texture = texBloom6;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom7
{
Texture = texBloom7;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
SamplerState SamplerBloom8
{
Texture = texBloom8;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
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technique BloomPrePass
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Bloom()));
SetPixelShader(CompileShader(ps_5_0, PS_BloomPrePass()));
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomTexture1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Bloom()));
SetPixelShader(CompileShader(ps_5_0, PS_BloomTexture1()));
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomTexture2
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Bloom()));
SetPixelShader(CompileShader(ps_5_0, PS_BloomTexture2()));
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomPostPass
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Bloom()));
SetPixelShader(CompileShader(ps_5_0, PS_BloomPostPass()));
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}