//This file is automatically rebuilt by the Cesium build process.
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export default "uniform sampler2D colorTexture;\n\
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\n\
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varying vec2 v_textureCoordinates;\n\
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\n\
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#ifdef AUTO_EXPOSURE\n\
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uniform sampler2D autoExposure;\n\
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#endif\n\
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\n\
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// See slides 142 and 143:\n\
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// http://www.gdcvault.com/play/1012459/Uncharted_2__HDR_Lighting\n\
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\n\
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void main()\n\
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{\n\
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vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);\n\
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vec3 color = fragmentColor.rgb;\n\
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\n\
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#ifdef AUTO_EXPOSURE\n\
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float exposure = texture2D(autoExposure, vec2(0.5)).r;\n\
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color /= exposure;\n\
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#endif\n\
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\n\
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const float A = 0.22; // shoulder strength\n\
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const float B = 0.30; // linear strength\n\
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const float C = 0.10; // linear angle\n\
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const float D = 0.20; // toe strength\n\
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const float E = 0.01; // toe numerator\n\
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const float F = 0.30; // toe denominator\n\
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\n\
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const float white = 11.2; // linear white point value\n\
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\n\
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vec3 c = ((color * (A * color + C * B) + D * E) / (color * ( A * color + B) + D * F)) - E / F;\n\
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float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;\n\
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\n\
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c = czm_inverseGamma(c / w);\n\
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gl_FragColor = vec4(c, fragmentColor.a);\n\
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}\n\
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";
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