The separate bloom texture does not appear to have this problem but it only happens when I mix the two textures using this shader:
struct FS_INPUT
{
float4 pos : POSITION;
float2 tex : TEXCOORD0;
};
struct FS_OUTPUT
{
float4 color : COLOR;
};
uniform sampler2D txDiffuse1;
uniform sampler2D txDiffuse2;
FS_OUTPUT FS( FS_INPUT In)
{
FS_OUTPUT Out;
Out.color = tex2D(txDiffuse1, In.tex);
Out.color += tex2D(txDiffuse2, In.tex);
Out.color.w = 1.0;
return Out;
}
Any ideas why this may be happening?