uniform sampler2D colorTexture; varying vec2 v_textureCoordinates; #ifdef AUTO_EXPOSURE uniform sampler2D autoExposure; #endif void main() { vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates); vec3 color = fragmentColor.rgb; #ifdef AUTO_EXPOSURE color /= texture2D(autoExposure, vec2(0.5)).r; #endif color = czm_acesTonemapping(color); color = czm_inverseGamma(color); gl_FragColor = vec4(color, fragmentColor.a); }