1 #define exposureMap texture2
3 uniform sampler2D exposureMap;
6 varying mediump vec2 varTexCoord;
8 centroid varying vec2 varTexCoord;
11 varying float exposure;
15 #ifdef ENABLE_AUTO_EXPOSURE
16 exposure = texture2D(exposureMap, vec2(0.5)).r;
17 exposure = pow(2., exposure);
22 varTexCoord.st = inTexCoord0.st;
23 gl_Position = inVertexPosition;