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TextureFX with output > 1.0

hey!

i’m noticing that when i use TextureFX, that my output is clamped to 0…1

is there a way around this?

thank you!
elliot

Are you sure you are using floating point format as base?
Otherwise u can specify texture output format in the pass:

technique10 R32G32B32A32_Float 
{
	pass P0 <bool mips=true; string format="R32G32B32A32_Float";>
	{ SetPixelShader(CompileShader(ps_4_0, PassThrough())); }
}