I am having some issues with my deferred shading implementation that I am spinning my tires on.
The back buffer format I am using is:
My GBuffer render targets are:
SV_Target0 is DXGI_FORMAT_R32G32B32A32_FLOAT
SV_Target1 is DXGI_FORMAT_R8G8B8A8_UNORM
SV_Target2 is DXGI_FORMAT_R8G8B8A8_UNORM
SV_Target3 is DXGI_FORMAT_R32G32B32A32_FLOAT
The texture used for my light pass (additive blending) is also DXGI_FORMAT_R32G32B32A32_FLOAT.
Here is an example of what is going on.
Any insight to possible fixes I may have missed would be greatly appreciated. I may be missing something obvious, and have just been staring at it for too long. If there is any other information I can supply to better troubleshoot this issue, just let me know.