uniform sampler2D u_texture; uniform float u_avgLuminance; uniform float u_threshold; uniform float u_offset; varying vec2 v_textureCoordinates; float key(float avg) { float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0)); return max(0.0, guess) + 0.1; } // See section 9. "The bright-pass filter" of Realtime HDR Rendering // http://www.cg.tuwien.ac.at/research/publications/2007/Luksch_2007_RHR/Luksch_2007_RHR-RealtimeHDR%20.pdf void main() { vec4 color = texture2D(u_texture, v_textureCoordinates); vec3 xyz = czm_RGBToXYZ(color.rgb); float luminance = xyz.r; float scaledLum = key(u_avgLuminance) * luminance / u_avgLuminance; float brightLum = max(scaledLum - u_threshold, 0.0); float brightness = brightLum / (u_offset + brightLum); xyz.r = brightness; gl_FragColor = vec4(czm_XYZToRGB(xyz), 1.0); }