+#define exposureMap texture2
+
+uniform sampler2D exposureMap;
+
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
+varying float exposure;
+
void main(void)
{
+#ifdef ENABLE_AUTO_EXPOSURE
+ exposure = texture2D(exposureMap, vec2(0.5)).r;
+ exposure = pow(2., exposure);
+#else
+ exposure = 1.0;
+#endif
+
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}