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#ifndef UNITY_EYE_ADAPTATION
#define UNITY_EYE_ADAPTATION
// Optimal values for PS4/GCN
// Using a group size of 32x32 seems to be a bit faster on Kepler/Maxwell
// Don't forget to update 'EyeAdaptationController.cs' if you change these values !
#define HISTOGRAM_BINS 64
#define HISTOGRAM_TEXELS HISTOGRAM_BINS / 4
#define HISTOGRAM_THREAD_X 16
#define HISTOGRAM_THREAD_Y 16
float GetHistogramBinFromLuminance(float value, float2 scaleOffset)
{
return saturate(log2(value) * scaleOffset.x + scaleOffset.y);
}
float GetLuminanceFromHistogramBin(float bin, float2 scaleOffset)
{
return exp2((bin - scaleOffset.y) / scaleOffset.x);
}
#endif // UNITY_EYE_ADAPTATION