#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))); }