I render each light into it's own buffer, these are shown in dx1.png and dx2.png ( both different lights ). The lighting shader only does the diffuse and specular shading, no ambient light is calculated.
I then add the buffers together in a full screen quad as shown in dx3.png. What have I done wrong? How come the result is such a bright image?
float4 outputcolour = float4(0,0,0,0);
float4 L1 = Light1.Sample(linearSampler, input.t).xyzw;
float4 L2 = Light2.Sample(linearSampler, input.t).xyzw;
outputcolour = L1 + L2;
This is the HLSL code I use to add the buffers together.
I apologise in advance if it is blatantly obvious and I'm missing something simple!
Thanks,
Dave