varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float u_fExposure; uniform sampler2D u_sLightMap; void main() { gl_FragColor = v_vColour*texture2D(gm_BaseTexture, v_vTexcoord); vec4 light = texture2D(u_sLightMap, v_vTexcoord); gl_FragColor.rgb = clamp(u_fExposure*gl_FragColor.rgb*light.rgb, 0.0, 1.0); }