I'm having trouble getting an edge detection shader to blend with the previously rendered image.
I render a GBuffer (color, normal depth)
I then render an image with just direct and ambient light values (to the
Finally I use the normal and depth map from the GBuffer to create my edges.
Everything works fine when I render just the GBuffer and lighting. I get this:
When I render just the edge detection shader I get this:
When I add in edge detection after the lighting render I get this:
I am stumped. I don't think its actually a blending issue. I set the BlendState on the shader with this:
I have a DepthStencilView set when I do the GBuffer render, but not when I do the lighting and edge detection.