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      1 uniform float m_ExposurePow;
      2 uniform float m_ExposureCutoff;
      3 uniform sampler2D m_Texture;
      4 
      5 varying vec2 texCoord;
      6 
      7 #ifdef HAS_GLOWMAP
      8   uniform sampler2D m_GlowMap;
      9 #endif
     10 
     11 void main(){ 
     12    vec4 color = vec4(0.0);
     13    #ifdef DO_EXTRACT
     14     color = texture2D( m_Texture, texCoord );
     15     if ( (color.r+color.g+color.b)/3.0 < m_ExposureCutoff ) {
     16           color = vec4(0.0);
     17     }else{
     18           color = pow(color,vec4(m_ExposurePow));
     19     }
     20    #endif
     21 
     22    #ifdef HAS_GLOWMAP
     23         vec4 glowColor = texture2D(m_GlowMap, texCoord);
     24         glowColor = pow(glowColor, vec4(m_ExposurePow));
     25         color += glowColor;
     26    #endif
     27    
     28    gl_FragColor = color;
     29 }
     30