diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl index f229af12d..a30360b8f 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl @@ -100,7 +100,7 @@ void main() vec4 bloom = texture( bloomTex, IN_uv2 ); // Add the bloom effect. - _sample.rgb = mix(_sample.rgb, bloom.rgb, vec3(0.4)); + _sample.rgb +=bloom.rgb; //Apply Exposure _sample.rgb *= TO_Exposure(_sample.rgb, exposureValue, colorFilter); diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl index 7a2195df5..9a5d1f311 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl @@ -95,7 +95,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 float4 bloom = TORQUE_TEX2D( bloomTex, IN.uv2 ); // Add the bloom effect. - sample.rgb = lerp(sample.rgb, bloom.rgb, float3(0.04, 0.04, 0.04)); + sample.rgb += bloom.rgb; //Apply Exposure sample.rgb *= TO_Exposure(sample.rgb, exposureValue, colorFilter);