//This file is automatically rebuilt by the Cesium build process. export default "uniform sampler2D colorTexture;\n\ varying vec2 v_textureCoordinates;\n\ #ifdef AUTO_EXPOSURE\n\ uniform sampler2D autoExposure;\n\ #endif\n\ void main()\n\ {\n\ vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);\n\ vec3 color = fragmentColor.rgb;\n\ #ifdef AUTO_EXPOSURE\n\ float exposure = texture2D(autoExposure, vec2(0.5)).r;\n\ color /= exposure;\n\ #endif\n\ const float A = 0.22;\n\ const float B = 0.30;\n\ const float C = 0.10;\n\ const float D = 0.20;\n\ const float E = 0.01;\n\ const float F = 0.30;\n\ const float white = 11.2;\n\ vec3 c = ((color * (A * color + C * B) + D * E) / (color * ( A * color + B) + D * F)) - E / F;\n\ float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;\n\ c = czm_inverseGamma(c / w);\n\ gl_FragColor = vec4(c, fragmentColor.a);\n\ }\n\ ";