Would anyone happen to know how to stop the bloom shader affect the fog less? At the moment applying bloom with fog seems to intensify the bloom alot and I don't know how to stop it. Any ideas?

Code:

//////////////////////////////////////
/////////////Bloom Effect/////////////
//////////////////////////////////////
//////based on the Sylex 3 Bloom//////
//////////wich was written////////////
////////////////by////////////////////
///////Sebastian Leopold (XeXeS)//////
//////////////////////////////////////

float4 vecSkill1;

texture entSkin1;

sampler postTex = sampler_state
{
texture = (entSkin1);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};

float Luminance = 0.08f;
static const float fMiddleGray = 0.18f;
static const float fWhiteCutoff = 0.8f;

#define NUM 13

float2 PixelOffsets[NUM] =
{
{ -0.006, -0.006 },
{ -0.005, -0.005 },
{ -0.004, -0.004 },
{ -0.003, -0.003 },
{ -0.002, -0.002 },
{ -0.001, -0.001 },
{ 0.000, 0.000 },
{ 0.001, 0.001 },
{ 0.002, 0.002 },
{ 0.003, 0.003 },
{ 0.004, 0.004 },
{ 0.005, 0.005 },
{ 0.006, 0.006 },
};

static const float BlurWeights[NUM] =
{
0.002216,
0.008764,
0.026995,
0.064759,
0.120985,
0.176033,
0.199471,
0.176033,
0.120985,
0.064759,
0.026995,
0.008764,
0.002216,
};

float4 Bloom_PS_3_0(float2 texcoord0 : TEXCOORD0) : COLOR
{
float3 pixel;
float3 Color = 0;

for(int i = 0; i < NUM; i++)
{
pixel = tex2D(postTex,texcoord0 + PixelOffsets[i] * 5.0f)+vecSkill1[1];

pixel *= fMiddleGray / (Luminance + 0.001f);
pixel *= (1.0f + (pixel / (fWhiteCutoff * fWhiteCutoff)));
pixel -= 5.0f;

pixel = max(pixel,0.0f);
pixel /= (10.0f + pixel);

Color += pixel * BlurWeights[i];
}

Color *= vecSkill1[0];

return float4(Color,1.0) + tex2D(postTex,texcoord0);
}

float4 Bloom_PS_2_0(float2 texcoord0 : TEXCOORD0) : COLOR
{
float3 pixel;
float3 Color = 0;

for(int i = 4; i < 9; i++)
{
pixel = tex2D(postTex,texcoord0 + PixelOffsets[i] * 5.0f)+vecSkill1[1];

pixel *= fMiddleGray / (Luminance + 0.001f);
pixel *= (1.0f + (pixel / (fWhiteCutoff * fWhiteCutoff)));
pixel -= 5.0f;

pixel = max(pixel,0.0f);
pixel /= (10.0f + pixel);

Color += pixel * BlurWeights[i];
}

Color *= vecSkill1[0];

return float4(Color,1.0) + tex2D(postTex,texcoord0);
}


technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_3_0 Bloom_PS_3_0();
}
}

technique tech_01
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 Bloom_PS_2_0();
}
}

technique tech_02
{
pass pass_00
{
Texture[0] = <entSkin1>;
}
}