| #version 100 |
| |
| varying highp vec2 texCoord; |
| uniform sampler2D texture; |
| uniform highp float lightIntensity; |
| varying highp vec3 worldPosition; |
| uniform highp float exposure; |
| highp vec4 lightModel(const in highp vec3 baseColor, |
| const in highp vec3 pos, |
| const in highp float intensity) |
| { |
| ... |
| } |
| |
| #line 9 |
| highp vec4 lightModel(const in highp vec3 baseColor, |
| const in highp vec3 pos, |
| const in highp float intensity) |
| { |
| ... |
| } |
| |
| #line 11 |
| |
| void main() |
| { |
| gl_fragColor = (((((lightModel(((texture2D(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure))); |
| } |