cbuffer VS_BLOOM_PARAMETERS : register(b1) { float BloomThreshold; float BlurAmount; float BloomIntensity; float BaseIntensity; float BloomSaturation; float BaseSaturation; } #define CustomSpriteRS \ "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ " DENY_HULL_SHADER_ROOT_ACCESS )," \ "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ "CBV(b0), "\ "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ "CBV(b1), "\ "StaticSampler(s0,"\ " filter = FILTER_MIN_MAG_MIP_LINEAR,"\ " addressU = TEXTURE_ADDRESS_CLAMP,"\ " addressV = TEXTURE_ADDRESS_CLAMP,"\ " addressW = TEXTURE_ADDRESS_CLAMP,"\ " visibility = SHADER_VISIBILITY_PIXEL )"