#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; }