It's odd, because they all scale down just fine, and I can see in my luminance chain render targets that they are showing light where my screen is lit (albeit in mega-low resolution).
I have to figure out why my final downscale shader is not properly sampling each pixel it needs to before it outputs the current frame's luminance. Below is my scaling shader code. Note that this function should be taking in 5 samples total as a sort of manual linear filter (see below)
float4 vColor = 0;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
float2 vOffset;
vOffset = float2(g_vOffsets[x], g_vOffsets[y]) / g_vSourceDimensions;
float4 vSample = tex2D(PointSampler0, in_vTexCoord + vOffset);
if (bEncodeLogLuv)
vSample = float4(LogLuvDecode(vSample), 1.0f);
vColor += vSample;
}
}
vColor /= 16.0f;
if (bEncodeLogLuv)
vColor = LogLuvEncode(vColor.rgb);
if (bDecodeLuminance)
vColor = float4(exp(vColor.r), 1.0f, 1.0f, 1.0f);
return vColor;