#version 150 core in vec2 texCoord; uniform sampler2D texture; uniform float lightIntensity; in vec3 worldPosition; uniform float exposure; vec4 lightModel(const in vec3 baseColor, const in vec3 pos, const in float intensity) { ... } #line 9 vec4 lightModel(const in vec3 baseColor, const in vec3 pos, const in float intensity) { ... } #line 11 out vec4 fragColor; void main() { fragColor = (((((lightModel(((texture2D(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure))); }