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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
#pragma kernel KMain
#pragma multi_compile _ ENABLE_ALPHA
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
TEXTURE2D_X(_InputTexture);
RW_TEXTURE2D_X(CTYPE, _OutputTexture);
[numthreads(8,8,1)]
void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
float exposure = GetCurrentExposureMultiplier();
CTYPE color = LOAD_TEXTURE2D_X(_InputTexture, dispatchThreadId.xy).CTYPE_SWIZZLE;
color.xyz *= exposure;
_OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = color;
}