1 #define exposureMap texture1
3 uniform sampler2D exposureMap;
6 varying mediump vec2 varTexCoord;
8 centroid varying vec2 varTexCoord;
11 varying float exposure;
15 exposure = texture2D(exposureMap, vec2(0.5)).r;
17 varTexCoord.st = inTexCoord0.st;
18 gl_Position = inVertexPosition;