+#define exposureMap texture1
+
+uniform sampler2D exposureMap;
+
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
+varying float exposure;
+
void main(void)
{
+ exposure = texture2D(exposureMap, vec2(0.5)).r;
+
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}