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vec3 color = uintBitsToFloat(uvec3(repackBuffer[gl_LocalInvocationIndex*SHARED_CHANNELS+0u],repackBuffer[gl_LocalInvocationIndex*SHARED_CHANNELS+1u],repackBuffer[gl_LocalInvocationIndex*SHARED_CHANNELS+2u]));
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vec3 color = vec3(inBuffer[inAddr].x,inBuffer[inAddr].y,inBuffer[inAddr].z);
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color = _NBL_GLSL_EXT_LUMA_METER_XYZ_CONVERSION_MATRIX_DEFINED_*color;
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color *= intensity[pc.data.intensityBufferDWORDOffset]; // *= 0.18/AvgLuma
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