#include "Bloom.hlsli" Texture2D Texture : register(t0); sampler TextureSampler : register(s0); [RootSignature(CustomSpriteRS)] float4 main(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : SV_Target0 { float4 c = Texture.Sample(TextureSampler, texCoord); return saturate((c - BloomThreshold) / (1 - BloomThreshold)); }