// Copyright Epic Games, Inc. All Rights Reserved. #include "Common.ush" #include "ScreenPass.ush" #include "PostProcessHistogramCommon.ush" SCREEN_PASS_TEXTURE_VIEWPORT(Input) Texture2D InputTexture; RWTexture2D Output2DFRW; [numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, 1)] void SetupLogLuminanceCS(uint3 DispatchThreadId : SV_DispatchThreadID) { float3 SceneColor = InputTexture.Load(uint3(Input_ViewportMin + DispatchThreadId.xy, 0)).rgb * View.OneOverPreExposure; float LuminanceVal = CalculateEyeAdaptationLuminance(SceneColor); Output2DFRW[DispatchThreadId.xy] = log2(LuminanceVal); }