Add UseAlpha to RenderBuffers for pass-though renderer with alpha channel
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@@ -90,7 +90,7 @@ float4 PS_ApplyLuminance(Quad_VS2PS input) : SV_Target
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{
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float averageLuminance = AverageLuminance.Load(int3(0, 0, 0)).x;
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float exposure = 1.0f / averageLuminance;
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return (PreExposure * exposure).xxxx;
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return float4((PreExposure * exposure).xxx, 1);
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}
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#endif
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