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#version 100

varying highp vec3 worldPosition;
uniform sampler2D texture;
varying highp vec2 texCoord;
uniform highp float lightIntensity;
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()
{
    highp vec2 v2 = texCoord;
    sampler2D v1 = texture;
    highp float v3 = lightIntensity;
    highp vec4 v5 = texture2D(v1, v2);
    highp vec3 v0 = worldPosition;
    highp float v4 = exposure;
    highp vec4 v6 = lightModel(v5, v0, v3);
    highp vec4 v7 = v6 * pow(2.0, v4);
    gl_fragColor = v7;
}