centroid varying vec2 varTexCoord;
#endif
-varying float exposure;
+#ifdef ENABLE_AUTO_EXPOSURE
+varying float exposure; // linear exposure factor, see vertex shader
+#endif
#ifdef ENABLE_BLOOM
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
- color.rgb *= exposure * exposureParams.compensationFactor;
+ color.rgb *= exposureParams.compensationFactor;
+#ifdef ENABLE_AUTO_EXPOSURE
+ color.rgb *= exposure;
+#endif
}