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luanti/client/shaders/extract_bloom/opengl_vertex.glsl

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#ifdef ENABLE_AUTO_EXPOSURE
#define exposureMap texture1
uniform sampler2D exposureMap;
varying float exposure;
#endif
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
#ifdef ENABLE_AUTO_EXPOSURE
// value in the texture is on a logarithtmic scale
exposure = texture2D(exposureMap, vec2(0.5)).r;
exposure = pow(2., exposure);
#endif
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}