 {
     vec4 OutColor = vec4(0);
     vec2 uv = gl_FragCoord.xy / textureSize(iTextures[0], 0);
-    OutColor.rgb = texture( iTextures[0], uv ).rgb;
+    OutColor.rgb = texture(iTextures[0], uv).rgb;
 
     for ( int i = 1; i < (iUsedTextures + 1); i++ )
     {
         vec2 uv = gl_FragCoord.xy / textureSize(iTextures[i], 0);
-        vec4 sampleColor = texture( iTextures[i], uv );
+        vec4 sampleColor = texture(iTextures[i], uv);
         OutColor.rgb  += weights[i-1] * sampleColor.rgb;
         OutColor.a    += sampleColor.a / iUsedTextures;
     }


uniform float InverseGamma  = 1.0 / 2.2;
uniform float Exposure      = 1.0;
uniform float ExposureBias  = 1.0;
uniform float WhitePoint    = 11.2;

uniform float weights[ MAX_TEXTURES ];



    color *= whiteScale;
    // color = inverseGamma( color );
    pixelColor = clamp( color, 0, 1 );
}
