Skip post processing when tonemapping and camera artifacts are disabled
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@@ -190,8 +190,8 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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PostProcessSettings& settings = renderContext.List->Settings;
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bool useBloom = EnumHasAnyFlags(view.Flags, ViewFlags::Bloom) && settings.Bloom.Enabled && settings.Bloom.Intensity > 0.0f;
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bool useToneMapping = EnumHasAnyFlags(view.Flags, ViewFlags::ToneMapping);
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bool useCameraArtifacts = EnumHasAnyFlags(view.Flags, ViewFlags::CameraArtifacts);
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bool useToneMapping = EnumHasAnyFlags(view.Flags, ViewFlags::ToneMapping) && settings.ToneMapping.Mode != ToneMappingMode::None;
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bool useCameraArtifacts = EnumHasAnyFlags(view.Flags, ViewFlags::CameraArtifacts) && (settings.CameraArtifacts.VignetteIntensity > 0.0f || settings.CameraArtifacts.GrainAmount > 0.0f || settings.CameraArtifacts.ChromaticDistortion > 0.0f || settings.CameraArtifacts.ScreenFadeColor.A > 0.0f);
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bool useLensFlares = EnumHasAnyFlags(view.Flags, ViewFlags::LensFlares) && settings.LensFlares.Intensity > 0.0f && useBloom;
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// Ensure to have valid data and if at least one effect should be applied
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