float4 PS_BrightFilter(QuadVertexOutput In) : COLOR0
{
float4 rgba = tex2D(downSampledTextureSampler2,In.UV);
float luminance = dot(rgba,float3(0.299f,0.587f,0.114f));
return rgba * (luminance * 1.0);//The 1.0 here was just me testing values with a multiplier
}
And the resulting rendertarget is semi transparent , the transparency only seems to be where there is not much light. This seems like the correct result and it makes sense with the name, I just want to make sure I am not misinterpreting it.
Here is an image to show the result I am getting: