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#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)));
}