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#version 150 core

in vec3 worldPosition;
uniform sampler2D texture;
in vec2 texCoord;
uniform float lightIntensity;
uniform float exposure;
out vec4 fragColor;
vec4 lightModel(const in vec3 baseColor,
                const in vec3 pos,
                const in float intensity)
{
    ...
}

#line 10
vec4 lightModel(const in vec3 baseColor,
                const in vec3 pos,
                const in float intensity)
{
    ...
}

#line 12

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