 
 uniform float InverseGamma  = 1.0 / 2.2;
 uniform float Exposure      = 1.0;
-uniform float ExposureBias  = 1.0;
+uniform float ExposureBias  = 0.0;
 uniform float WhitePoint    = 11.2;
 
 uniform float weights[ MAX_TEXTURES ];

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



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