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Contents
//This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "uniform sampler2D u_texture;\n\ \n\ uniform float u_avgLuminance;\n\ uniform float u_threshold;\n\ uniform float u_offset;\n\ \n\ varying vec2 v_textureCoordinates;\n\ \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\ \n\ // See section 9. \"The bright-pass filter\" of Realtime HDR Rendering\n\ // http://www.cg.tuwien.ac.at/research/publications/2007/Luksch_2007_RHR/Luksch_2007_RHR-RealtimeHDR%20.pdf\n\ \n\ void main()\n\ {\n\ vec4 color = texture2D(u_texture, v_textureCoordinates);\n\ vec3 xyz = czm_RGBToXYZ(color.rgb);\n\ float luminance = xyz.r;\n\ \n\ float scaledLum = key(u_avgLuminance) * luminance / u_avgLuminance;\n\ float brightLum = max(scaledLum - u_threshold, 0.0);\n\ float brightness = brightLum / (u_offset + brightLum);\n\ \n\ xyz.r = brightness;\n\ gl_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);\n\ }\n\ "; });
Version data entries
3 entries across 3 versions & 1 rubygems