HLSL The problem with bloom shader

Hi all general gist of my problem when I run the project just a black screen.
Sorry for using English translator.
My software:
Visual Studio 2013 pro
monogamy 3.3
Checking work on the assembly shader samples Monogame (NeonShooter)
Just past this is to run Make a Neon Vector Shooter in XNA: Bloom and Black Holes

Shamans off with the inclusion of a discrete graphics card is now such a picture when shedery included.

I have the same problem. Do you?

Can you elaborate? What’s the problem, how to reproduce, what MG version…
If it’s just about the bloom shader, @kosmonautgames has a good one that works with MonoGame.

Monogame v3.6(3.5 too). I’m using this tutorial from this page: gamedevelopment.tutsplus.[dotcom]/tutorials/make-a-neon-vector-shooter-in-xna-bloom-and-black-holes–gamedev-9877 with shader model ps_4_0_level_9_1 in DirectX context. In OpenGL project all working fine. I’ve already checked my solution and empty solution with bloom with simple sprite render, both directx. Both have problems. Screenshot: https://postimg.org/image/7c47ckt1j/

Intel Core i5 4200 with integrated graphics.

I’ll try this https://github.com/UncleThomy/BloomFilter-for-Monogame-and-XNA but I think this problem is interesting.

Try modifying the pixel shader to take all the arguments that the vertex shader returns. I.e.

float4 main(float4 position : POSITION0, float4 c : COLOR0, float2 texCoord : TEXCOORD0) : COLOR 

This could be the same issue as in https://github.com/MonoGame/MonoGame/issues/5578

1 Like

Yeah, thank you! That was helpful! I have edited shader’s declarations.