#include "common.hlsli" float luminance(float2 tc) { float3 source = s_image.Sample(smp_rtlinear, tc).xyz; return dot(source, LUMINANCE_VECTOR) * def_hdr; } float4 main(p_build I) : SV_Target { float4 final; final.x = luminance(I.Tex0); final.y = luminance(I.Tex1); final.z = luminance(I.Tex2); final.w = luminance(I.Tex3); // OK return final; }