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This class is a PCL library for MonoGame that implements a bloom effect.
If you'd like your game to truly shine, you can use this little beauty without much hassle.
The problem with that brute-force-approach is, that the number of checks grow very fast (N² for N sprites)
If you like this repo, please don't forget to star it. Thank you.
private Point Resolution { get; } = new Point(1920, 1080); private Renderer Renderer { get; } = new Renderer(); protected override void LoadContent() { ... Renderer.LoadContent(GraphicsDevice); ... } protected override void UnloadContent() { ... Renderer?.UnloadContent(); ... } protected override void Initialize() { base.Initialize(); Renderer.Initialize(graphics.GraphicsDevice, Resolution); } protected override void Draw(GameTime gameTime) { // Image is some Texture2D that will be drawn to the backbuffer in this example. // (hence the <null>). // To bloom your game in a post-process step, draw all your assets to a // RenderTarget2D first and then pass that rendertarget to this method. Renderer.Render(graphics.GraphicsDevice, spriteBatch, "image", Image, null, Settings.PRESET_SETTINGS[1]); base.Draw(gameTime); }