//This file is automatically rebuilt by the Cesium build process. export default "uniform sampler2D colorTexture;\n\ uniform float avgLuminance;\n\ uniform float threshold;\n\ uniform float offset;\n\ varying vec2 v_textureCoordinates;\n\ float key(float avg)\n\ {\n\ float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0));\n\ return max(0.0, guess) + 0.1;\n\ }\n\ void main()\n\ {\n\ vec4 color = texture2D(colorTexture, v_textureCoordinates);\n\ vec3 xyz = czm_RGBToXYZ(color.rgb);\n\ float luminance = xyz.r;\n\ float scaledLum = key(avgLuminance) * luminance / avgLuminance;\n\ float brightLum = max(scaledLum - threshold, 0.0);\n\ float brightness = brightLum / (offset + brightLum);\n\ xyz.r = brightness;\n\ gl_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);\n\ }\n\ ";