#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)));
}
