The game's ACES tonemap shader gets a GLSL function linked into its SPIR-V where it clamps each channel: the game's SDR result upgraded to the HDR range by luminance and mapped to the display with the RenoDRT curve, exposure, highlights, shadows, contrast, saturation, highlight saturation, blowout, flare and hue correction. The settings reach it as four vec4 the support buffer gains at 1440. The present encode is a port of the swap chain pass: gamma correction, gamut compression, the peak clamp and PQ. Without an HDR10 swapchain the shader gives the game's own SDR picture; native HDR is unchanged.
The menu offers Off, RenoDX and Native, with gamma correction, the tone mapper and its grading rows. The shader build compiles sources marked "keep functions" without optimisation so their functions survive for the splice.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>