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#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;
}
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