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maszyna/shaders/vk14/postfx_dlss_exposure.frag

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600 B
GLSL

#version 460 core
#define STAGE_FRAGMENT 1
#define LAYOUT_POST 1
#include "common.glsl"
// the exposure the tonemapping applies to the image (postfx_tonemapping.frag), in the texel dlss takes it from
// (rendering/vulkan14/vulkan14dlss.h). param is pc.data of the push constants: param[0].y 1 if the automatic exposure is applied
// (exposure_ssbo of common.glsl), param[0].z the fixed exposure multiplier
layout(location = 0) out vec4 out_exposure;
void main()
{
float scale = param[0].z;
if (param[0].y > 0.5 && exposure > 0.0)
scale *= exposure;
out_exposure = vec4(scale, 0.0, 0.0, 1.0);
}