#version 460 compatibility
#define COMP 1
#extension GL_KHR_shader_subgroup_arithmetic : enable
#define GLOBAL_DATA_MODIFIER buffer
/*
    References:
        [WHY23] Whyte, Killian. "Soft Clamp Function". 2023.
            https:

        You can find full license texts in /licenses
*/
// This file is generated by options.main.kts. Do not edit this file manually.
#define TITLE_VERSION 3//[0 1 2 3 4 5]
#define SETTING_SHADOW_MAP_RESOLUTION 2048//[1024 2048 3072 4096]
const float shadowDistance = 512.0;//[64.0 128.0 192.0 256.0 384.0 512.0]
const float sunPathRotation = -20.0;//[-90.0 -89.0 -88.0 -87.0 -86.0 -85.0 -84.0 -83.0 -82.0 -81.0 -80.0 -79.0 -78.0 -77.0 -76.0 -75.0 -74.0 -73.0 -72.0 -71.0 -70.0 -69.0 -68.0 -67.0 -66.0 -65.0 -64.0 -63.0 -62.0 -61.0 -60.0 -59.0 -58.0 -57.0 -56.0 -55.0 -54.0 -53.0 -52.0 -51.0 -50.0 -49.0 -48.0 -47.0 -46.0 -45.0 -44.0 -43.0 -42.0 -41.0 -40.0 -39.0 -38.0 -37.0 -36.0 -35.0 -34.0 -33.0 -32.0 -31.0 -30.0 -29.0 -28.0 -27.0 -26.0 -25.0 -24.0 -23.0 -22.0 -21.0 -20.0 -19.0 -18.0 -17.0 -16.0 -15.0 -14.0 -13.0 -12.0 -11.0 -10.0 -9.0 -8.0 -7.0 -6.0 -5.0 -4.0 -3.0 -2.0 -1.0 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0]
//#define SETTING_EXPOSURE_MANUAL
#ifdef SETTING_EXPOSURE_MANUAL
#endif
#define SETTING_EXPOSURE_MANUAL_EV_COARSE 3//[-32 -31 -30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32]
#define SETTING_EXPOSURE_MANUAL_EV_FINE 0.0//[-1.0 -0.99 -0.98 -0.97 -0.96 -0.95 -0.94 -0.93 -0.92 -0.91 -0.9 -0.89 -0.88 -0.87 -0.86 -0.85 -0.84 -0.83 -0.82 -0.81 -0.8 -0.79 -0.78 -0.77 -0.76 -0.75 -0.74 -0.73 -0.72 -0.71 -0.7 -0.69 -0.68 -0.67 -0.66 -0.65 -0.64 -0.63 -0.62 -0.61 -0.6 -0.59 -0.58 -0.57 -0.56 -0.55 -0.54 -0.53 -0.52 -0.51 -0.5 -0.49 -0.48 -0.47 -0.46 -0.45 -0.44 -0.43 -0.42 -0.41 -0.4 -0.39 -0.38 -0.37 -0.36 -0.35 -0.34 -0.33 -0.32 -0.31 -0.3 -0.29 -0.28 -0.27 -0.26 -0.25 -0.24 -0.23 -0.22 -0.21 -0.2 -0.19 -0.18 -0.17 -0.16 -0.15 -0.14 -0.13 -0.12 -0.11 -0.1 -0.09 -0.08 -0.07 -0.06 -0.05 -0.04 -0.03 -0.02 -0.01 0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define SETTING_EXPOSURE_MIN_EV -3.0//[-32.0 -31.5 -31.0 -30.5 -30.0 -29.5 -29.0 -28.5 -28.0 -27.5 -27.0 -26.5 -26.0 -25.5 -25.0 -24.5 -24.0 -23.5 -23.0 -22.5 -22.0 -21.5 -21.0 -20.5 -20.0 -19.5 -19.0 -18.5 -18.0 -17.5 -17.0 -16.5 -16.0 -15.5 -15.0 -14.5 -14.0 -13.5 -13.0 -12.5 -12.0 -11.5 -11.0 -10.5 -10.0 -9.5 -9.0 -8.5 -8.0 -7.5 -7.0 -6.5 -6.0 -5.5 -5.0 -4.5 -4.0 -3.5 -3.0 -2.5 -2.0 -1.5 -1.0 -0.5 0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0 10.5 11.0 11.5 12.0 12.5 13.0 13.5 14.0 14.5 15.0 15.5 16.0 16.5 17.0 17.5 18.0 18.5 19.0 19.5 20.0 20.5 21.0 21.5 22.0 22.5 23.0 23.5 24.0 24.5 25.0 25.5 26.0 26.5 27.0 27.5 28.0 28.5 29.0 29.5 30.0 30.5 31.0 31.5 32.0]
#define SETTING_EXPOSURE_MAX_EV 10.0//[-32.0 -31.5 -31.0 -30.5 -30.0 -29.5 -29.0 -28.5 -28.0 -27.5 -27.0 -26.5 -26.0 -25.5 -25.0 -24.5 -24.0 -23.5 -23.0 -22.5 -22.0 -21.5 -21.0 -20.5 -20.0 -19.5 -19.0 -18.5 -18.0 -17.5 -17.0 -16.5 -16.0 -15.5 -15.0 -14.5 -14.0 -13.5 -13.0 -12.5 -12.0 -11.5 -11.0 -10.5 -10.0 -9.5 -9.0 -8.5 -8.0 -7.5 -7.0 -6.5 -6.0 -5.5 -5.0 -4.5 -4.0 -3.5 -3.0 -2.5 -2.0 -1.5 -1.0 -0.5 0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0 10.5 11.0 11.5 12.0 12.5 13.0 13.5 14.0 14.5 15.0 15.5 16.0 16.5 17.0 17.5 18.0 18.5 19.0 19.5 20.0 20.5 21.0 21.5 22.0 22.5 23.0 23.5 24.0 24.5 25.0 25.5 26.0 26.5 27.0 27.5 28.0 28.5 29.0 29.5 30.0 30.5 31.0 31.5 32.0]
#define SETTING_EXPOSURE_AVG_LUM_MIX 0.25//[0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0]
#define SETTING_EXPOSURE_AVG_LUM_TIME 3.0//[0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 2.25 2.5 2.75 3.0 3.25 3.5 3.75 4.0 4.25 4.5 4.75 5.0 5.25 5.5 5.75 6.0 6.25 6.5 6.75 7.0 7.25 7.5 7.75 8.0 8.25 8.5 8.75 9.0 9.25 9.5 9.75 10.0]
#define SETTING_EXPOSURE_AVG_LUM_MIN_TARGET 40//[1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255]
#define SETTING_EXPOSURE_AVG_LUM_MAX_TARGET 140//[1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255]
#define SETTING_EXPOSURE_AVG_LUM_TARGET_CURVE -2.0//[-4.0 -3.9 -3.8 -3.7 -3.6 -3.5 -3.4 -3.3 -3.2 -3.1 -3.0 -2.9 -2.8 -2.7 -2.6 -2.5 -2.4 -2.3 -2.2 -2.1 -2.0 -1.9 -1.8 -1.7 -1.6 -1.5 -1.4 -1.3 -1.2 -1.1 -1.0 -0.9 -0.8 -0.7 -0.6 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0]
#define SETTING_EXPOSURE_HS_MIX 1.0//[0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0]
#define SETTING_EXPOSURE_HS_TIME 2.0//[0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 2.25 2.5 2.75 3.0 3.25 3.5 3.75 4.0 4.25 4.5 4.75 5.0 5.25 5.5 5.75 6.0 6.25 6.5 6.75 7.0 7.25 7.5 7.75 8.0 8.25 8.5 8.75 9.0 9.25 9.5 9.75 10.0]
#define SETTING_EXPOSURE_HS_MIN_EV_DELTA -1.5//[-4.0 -3.9 -3.8 -3.7 -3.6 -3.5 -3.4 -3.3 -3.2 -3.1 -3.0 -2.9 -2.8 -2.7 -2.6 -2.5 -2.4 -2.3 -2.2 -2.1 -2.0 -1.9 -1.8 -1.7 -1.6 -1.5 -1.4 -1.3 -1.2 -1.1 -1.0 -0.9 -0.8 -0.7 -0.6 -0.5 -0.4 -0.3 -0.2 -0.1 0.0]
#define SETTING_EXPOSURE_HS_MAX_EV_DELTA 1.5//[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0]
#define SETTING_EXPOSURE_H_PERCENT 5.0//[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0]
#define SETTING_EXPOSURE_S_PERCENT 3.0//[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0]
//#define SETTING_ASSUME_NVIDIA_GPU
#ifdef SETTING_ASSUME_NVIDIA_GPU
#endif
//#define SETTING_DEBUG_AE
#ifdef SETTING_DEBUG_AE
#endif
#if SETTING_SHADOW_MAP_RESOLUTION == 1024
#define SHADOW_MAP_SIZE_D16 64
const int shadowMapResolution = 1024;
#elif SETTING_SHADOW_MAP_RESOLUTION == 2048
#define SHADOW_MAP_SIZE_D16 128
const int shadowMapResolution = 2048;
#elif SETTING_SHADOW_MAP_RESOLUTION == 3072
#define SHADOW_MAP_SIZE_D16 192
const int shadowMapResolution = 3072;
#elif SETTING_SHADOW_MAP_RESOLUTION == 4096
#define SHADOW_MAP_SIZE_D16 256
const int shadowMapResolution = 4096;
#endif
const vec2 SHADOW_MAP_SIZE = vec2(float(shadowMapResolution), 1.0 / float(shadowMapResolution));
#ifndef SKIP_UNIFORMS
uniform int frameCounter;
uniform float frameTime;
uniform float near;
uniform float far;
uniform mat4 gbufferPreviousModelView;
uniform mat4 textureMatrix = mat4(1.0);
#endif
float vanillaFarPlane = far;
float vanillaNearPlane = near;
#if defined(DISTANT_HORIZONS)
uniform float dhNearPlane;
uniform float dhFarPlane;
#elif defined(VOXY)
uniform int vxRenderDistance;
#endif
#if defined(DISTANT_HORIZONS)
float farPlane = max(dhFarPlane, far);
float nearPlane = min(dhNearPlane, near);
#elif defined(VOXY)
float farPlane = max(far, float(vxRenderDistance * 16));
float nearPlane = near;
#else
float farPlane = far;
float nearPlane = near;
#endif
mat4 gbufferPrevModelView = gbufferPreviousModelView;
#ifndef SKIP_UNIFORMS
uniform int uval_mainImageSizeIX;
uniform int uval_mainImageSizeIY;
uniform int uval_restirSpatialTileOffsetX;
uniform int uval_restirSpatialTileOffsety;
ivec2 uval_restirSpatialTileOffset = ivec2(uval_restirSpatialTileOffsetX, uval_restirSpatialTileOffsety);
#endif
ivec2 uval_mainImageSizeI = ivec2(uval_mainImageSizeIX, uval_mainImageSizeIY);
#ifndef GLOBAL_DATA_MODIFIER
#define GLOBAL_DATA_MODIFIER restrict readonly buffer
#endif
struct AEData {
    vec4 lastScreenAvgLum;
    vec4 screenAvgLum;
    vec4 expValues;
    vec2 hsPercents;
    uint shadowCount;
    uint highlightCount;
    uint weightSum;
    #ifdef SETTING_DEBUG_AE
    uint lumHistogram[256];
    uint lumHistogramMaxBinCount;
    float finalAvgLum;
    #endif
};
struct CameraData {
    uint frustumPlaneCount;
    vec4 frustumPlanes[6];
};
layout(std430, binding = 0) GLOBAL_DATA_MODIFIER GlobalData {
    uvec4 global_dispatchSize1;
    uvec4 global_dispatchSize2;
    uvec4 global_dispatchSize3;
    uvec4 global_dispatchSize4;
    mat4 gbufferPrevModelViewInverse;
    mat4 global_shadowRotationMatrix;
    mat4 global_shadowRotationMatrixInverse;
    mat4 global_taaJitterMat;
    mat4 global_camProj;
    mat4 global_camProjInverse;
    mat4 global_prevCamProj;
    mat4 global_prevCamProjInverse;
    mat4 global_shadowProj;
    mat4 global_shadowProjInverse;
    mat4 global_shadowProjNext;
    mat4 global_shadowProjNextInverse;
    mat4 global_shadowView;
    mat4 global_shadowViewInverse;
    mat4 global_sceneToShadowNDC;
    mat4 global_shadowViewToShadowNDC;
    mat4 global_shadowNDCToScene;
    vec3 global_prevCameraDelta;
    CameraData global_cameraData;
    vec2 global_mipmapSizes[16];
    vec2 global_mipmapSizesRcp[16];
    ivec4 global_mipmapTiles3[16];
    ivec2 global_mipmapSizesI[16];
    ivec2 global_mipmapSizePrefixesPadded[16];
    ivec2 global_mipmapSizePrefixes[16];
    ivec4 global_hizTiles[16];
    ivec4 global_mipmapTileCeil[16];
    ivec4 global_mipmapTileCeilPadded[16];
    ivec3 global_shadowAABBMinPrev;
    ivec3 global_shadowAABBMaxPrev;
    ivec3 global_shadowAABBMin;
    ivec3 global_shadowAABBMax;
    vec3 global_shadowAABBMinHistory;
    vec3 global_shadowAABBMaxHistory;
    ivec3 global_shadowAABBMinNew;
    ivec3 global_shadowAABBMaxNew;
    float global_focusDistance;
    int global_lastWorldTime;
    float global_historyResetFactor;
    vec4 global_motionFactor;
    vec4 global_taaResetFactor;
    float global_turbidity;
    AEData global_aeData;
    uint global_atomicCounters[16];
};
layout(std430, binding = 1) GLOBAL_DATA_MODIFIER IndirectComputeData {
    uint indirectComputeData[];
};
#ifndef SKIP_UNIFORMS
#endif
#ifndef SKIP_UNIFORMS
#endif
ivec2 _textile_texelToTexel(ivec2 texelPos, ivec2 tileOffset, ivec2 tileSize) {
    return clamp(texelPos, ivec2(0), tileSize - 1) + tileOffset;
}
vec2 _textile_uvToUV(vec2 uv, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(uv * tileSizeF, vec2(0.5), tileSizeF - 0.5) + tileOffsetF;
    return clamp(textureTexelPos * atlastSizeRcp, 0.0, 1.0);
}
vec2 _textile_uvToGatherUV(vec2 uv, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(uv * tileSizeF, vec2(1.0), tileSizeF - 1.0) + tileOffsetF;
    return clamp(textureTexelPos * atlastSizeRcp, 0.0, 1.0);
}
vec2 _textile_texelToGatherUV(vec2 texelPos, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(texelPos, vec2(1.0), tileSizeF - 1.0) + tileOffsetF;
    return clamp(textureTexelPos * atlastSizeRcp, 0.0, 1.0);
}
#ifdef DISABLE_FP16
#define NO_HALF a
#define hf
#define float16_t float
#define f16vec2 vec2
#define f16vec3 vec3
#define f16vec4 vec4
#define f16mat2 mat2
#define f16mat3 mat3
#define f16mat4 mat4
#else
#if defined MC_GL_AMD_gpu_shader_half_float
#extension GL_AMD_gpu_shader_half_float : enable
#elif defined MC_GL_NV_gpu_shader5 || defined SETTING_ASSUME_NVIDIA_GPU
#extension GL_NV_gpu_shader5 : enable
#else
#define NO_HALF a
#define hf
#define float16_t float
#define f16vec2 vec2
#define f16vec3 vec3
#define f16vec4 vec4
#define f16mat2 mat2
#define f16mat3 mat3
#define f16mat4 mat4
#endif
#endif
#define PI 3.14159265358979323846
#define PI_2 (2.0 * PI)
#define PI_HALF (0.5 * PI)
#define PI_QUARTER (0.25 * PI)
#define RCP_PI (1.0 / PI)
#define RCP_PI_2 (1.0 / PI_2)
#define RCP_PI_HALF (1.0 / PI_HALF)
#define GOLDEN_RATIO 1.618033988749
#define GOLDEN_ANGLE 2.39996322972865332
#define SPHERE_SOLID_ANGLE (4.0 * PI)
#define FLT_MAX uintBitsToFloat(0x7F7FFFFF)
#define FLT_MIN uintBitsToFloat(0x00800000)
#define FLT_TRUE_MIN uintBitsToFloat(0x00000001)
#define FLT_POS_INF uintBitsToFloat(0x7F800000)
#define FLT_NEG_INF uintBitsToFloat(0xFF800000)
#define FP16_MAX 65504.0
#define INT32_MAX 2147483647
#define INT32_MIN -2147483648
#define rcp(x) (1.0 / (x))
#define saturate(x) clamp(x, 0.0, 1.0)
float linearStep(float edge0, float edge1, float x) { return saturate((x - edge0) / (edge1 - edge0)); }
vec2 linearStep(float edge0, float edge1, vec2 x) { return saturate((x - edge0) / (edge1 - edge0)); }
vec3 linearStep(float edge0, float edge1, vec3 x) { return saturate((x - edge0) / (edge1 - edge0)); }
vec4 linearStep(float edge0, float edge1, vec4 x) { return saturate((x - edge0) / (edge1 - edge0)); }
float pow2(float x) { return x * x; }
vec2 pow2(vec2 x) { return x * x; }
vec3 pow2(vec3 x) { return x * x; }
vec4 pow2(vec4 x) { return x * x; }
#ifndef NO_HALF
float16_t pow2(float16_t x) { return x * x; }
f16vec2 pow2(f16vec2 x) { return x * x; }
f16vec3 pow2(f16vec3 x) { return x * x; }
f16vec4 pow2(f16vec4 x) { return x * x; }
#endif
layout(local_size_x = 256) in;
const ivec3 workGroups = ivec3(1, 1, 1);
#ifdef SETTING_DEBUG_AE
shared uint shared_lumBinCountSum[16];
shared uint shared_maxBinCount[16];
#endif
float sqrtTanhSoftLimit(float x, float k) {
    return x * tanh(k * sqrt(abs(x)));
}
void main() {
    #ifdef SETTING_DEBUG_AE
    if (gl_LocalInvocationIndex < 16) {
        shared_lumBinCountSum[gl_LocalInvocationIndex] = 0u;
        shared_maxBinCount[gl_LocalInvocationIndex] = 0u;
    }
    barrier();
    {
        uint lumBinCount = global_aeData.lumHistogram[gl_LocalInvocationID.x];
        uint lumBinCountWeighted = lumBinCount * gl_LocalInvocationID.x;
        uint lumBinCountWeightedSum = subgroupAdd(lumBinCountWeighted);
        uint lumBinCountV = gl_LocalInvocationID.x > 0 && gl_LocalInvocationID.x < 255 ? lumBinCount : 0u;
        uint lumBinCountMaxV = subgroupMax(lumBinCountV);
        if (subgroupElect()) {
            shared_lumBinCountSum[gl_SubgroupID] = lumBinCountWeightedSum;
            shared_maxBinCount[gl_SubgroupID] = lumBinCountMaxV;
        }
    }
    barrier();
    if (gl_SubgroupID == 0 && gl_SubgroupInvocationID < gl_NumSubgroups) {
        uint lumPartialSum = shared_lumBinCountSum[gl_SubgroupInvocationID];
        uint lumSum = subgroupAdd(lumPartialSum);
        uint lumParialMax = shared_maxBinCount[gl_SubgroupInvocationID];
        uint lumMax = subgroupMax(lumParialMax);
        if (subgroupElect()) {
            uint totalPixel = uval_mainImageSizeI.x * uval_mainImageSizeI.y;
            global_aeData.finalAvgLum = float(lumSum) / float(totalPixel);
            global_aeData.lumHistogramMaxBinCount = lumMax;
        }
    }
    barrier();
    #endif
    if (gl_LocalInvocationID.x == 0) {
        float shadowCount = float(max(global_aeData.shadowCount, 1));
        float highlightCount = float(max(global_aeData.highlightCount, 1));
        float totalWeight = float(max(global_aeData.weightSum, 1));
        global_aeData.shadowCount = 0u;
        global_aeData.highlightCount = 0u;
        global_aeData.weightSum = 0u;
        float averageLuminance = global_aeData.screenAvgLum.w;
        #ifdef SETTING_EXPOSURE_MANUAL
        global_aeData.expValues = vec4(SETTING_EXPOSURE_MANUAL_EV_COARSE + SETTING_EXPOSURE_MANUAL_EV_FINE);
        #else
        vec4 expLast = global_aeData.expValues;
        vec4 expNew = vec4(0.0);
        const float MIN_EXP = SETTING_EXPOSURE_MIN_EV;
        const float MAX_EXP = SETTING_EXPOSURE_MAX_EV;
        const float FRAME_TIME_60FPS_SECS = 1.0 / 60.0;
        const int INIT_FRAMES = 32;
        float initFadeFactor = linearStep(1.0, float(INIT_FRAMES), float(min(frameCounter, INIT_FRAMES)));
        const float MIN_LUM_TARGET = SETTING_EXPOSURE_AVG_LUM_MIN_TARGET / 255.0;
        const float MAX_LUM_TARGET = SETTING_EXPOSURE_AVG_LUM_MAX_TARGET / 255.0;
        float expCurveValue = pow(pow2(linearStep(MIN_EXP, MAX_EXP, expLast.z)), exp2(SETTING_EXPOSURE_AVG_LUM_TARGET_CURVE));
        float lumTarget = mix(MAX_LUM_TARGET, MIN_LUM_TARGET, expCurveValue);
        expNew.x = log2(lumTarget / averageLuminance);
        float avgDelta = mix(4.0, 2.0, initFadeFactor);
        expNew.x = (1.0 / (1.0 + exp(-0.5 * expNew.x))) * avgDelta * 2.0 - avgDelta;
        vec2 hsPercents = vec2(SETTING_EXPOSURE_H_PERCENT, SETTING_EXPOSURE_S_PERCENT) * (totalWeight * 0.01);
        global_aeData.hsPercents = vec2(highlightCount, shadowCount) / totalWeight;
        vec2 timeFactorLog2 = -vec2(SETTING_EXPOSURE_AVG_LUM_TIME, SETTING_EXPOSURE_HS_TIME);
        timeFactorLog2 += log2(frameTime / FRAME_TIME_60FPS_SECS);
        timeFactorLog2 = min(timeFactorLog2, -1.0);
        vec2 timeFactor = exp2(timeFactorLog2);
        timeFactor = pow(timeFactor, vec2(max(1e-16, initFadeFactor)));
        vec2 hsExps = log2(vec2(shadowCount, hsPercents.x) / vec2(hsPercents.y, highlightCount));
        float k = (SETTING_EXPOSURE_HS_TIME + 1.0) * 0.05;
        expNew.w = sqrtTanhSoftLimit(min(hsExps.y, 0.0), k);
        expNew.w = max(expNew.w, sqrtTanhSoftLimit(max(hsExps.x, 0.0), k));
        expNew.w = clamp(expNew.w, SETTING_EXPOSURE_HS_MIN_EV_DELTA, SETTING_EXPOSURE_HS_MAX_EV_DELTA);
        expNew.w = mix(expLast.w, expNew.w, timeFactor.y);
        expNew.x = expNew.x + expLast.x;
        expNew.y = expLast.x + expNew.w;
        expNew.xy = mix(expLast.xy, expNew.xy, timeFactor.xy);
        expNew.x = clamp(expNew.x, MIN_EXP, MAX_EXP);
        float avgLumMix = SETTING_EXPOSURE_AVG_LUM_MIX + 1e-16;
        float hsMix = SETTING_EXPOSURE_HS_MIX * initFadeFactor + 1e-16;
        expNew.z = expNew.x * avgLumMix;
        expNew.z += expNew.y * hsMix;
        expNew.z /= (avgLumMix + hsMix);
        expNew.z = mix(expLast.z, expNew.z, (timeFactor.x + timeFactor.y) / 2.0);
        global_aeData.expValues = expNew;
        #endif
    }
}