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- uniform sampler2D colorTexture;
- uniform vec3 white;
- varying vec2 v_textureCoordinates;
- #ifdef AUTO_EXPOSURE
- uniform sampler2D autoExposure;
- #endif
- // See equation 4:
- // http://www.cs.utah.edu/~reinhard/cdrom/tonemap.pdf
- void main()
- {
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
- vec3 color = fragmentColor.rgb;
- #ifdef AUTO_EXPOSURE
- float exposure = texture2D(autoExposure, vec2(0.5)).r;
- color /= exposure;
- #endif
- color = (color * (1.0 + color / white)) / (1.0 + color);
- color = czm_inverseGamma(color);
- gl_FragColor = vec4(color, fragmentColor.a);
- }
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