           //renderTarget = vec4(vec3(pixelDepth/100000),1.0);
         }
       } else {
-        renderTarget = meanColor;        
+        renderTarget = vec4(HDR(meanColor.xyz), 1.0);        
       }
     } else {
       // No ATM defined.


        // Distance of the pixel in the gBuffer to the observer
        double pixelDepth = distance(cameraPositionInObject.xyz, fragObjectCoords.xyz);

        // All calculations are done in Km:
        pixelDepth /= 1000.0;
        fragObjectCoords.xyz /= 1000.0;
        
        if (meanPosition.xyz != vec3(0.0) && (pixelDepth < offset)) {        
          renderTarget = meanColor;
          //renderTarget = vec4(1.0, 0.0, 0.0, 1.0);
        } else {
          // Following paper nomenclature      
          double t = offset;                  

    vec4 meanColor = vec4(0.0);
    vec4 meanNormal = vec4(0.0);
    vec4 meanPosition = vec4(0.0);
    //vec4 positionArray[nAaSamples];
    vec4 positionArray[8];
    float maxAlpha = -1.0;
    for (int i = 0; i < nAaSamples; i++) {
      meanNormal   += texelFetch(mainNormalReflectanceTexture, ivec2(gl_FragCoord), i);
      vec4 color = texelFetch(mainColorTexture, ivec2(gl_FragCoord), i);
      if ( color.a > maxAlpha )
        maxAlpha = color.a;
      meanColor += color;
      meanPosition += texelFetch(mainPositionTexture, ivec2(gl_FragCoord), i);
      positionArray[i] = texelFetch(mainPositionTexture, ivec2(gl_FragCoord), i);
      //     geoDepth += denormalizeFloat(texelFetch(mainDepthTexture, ivec2(gl_FragCoord), i).x);
    }
    meanColor    /= nAaSamples;
