What is wrong when add hdr effects shader to Image?

        //There seems to be a texture coordinate error...
        "varying vec3 vLocalVertex;\n"
		"varying vec4 TextureCoord0;\n"

		"void main()\n"
		"{\n"
		"   vLocalVertex  = gl_Vertex;\n"
		"   TextureCoord0 = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
		"   gl_Position   = ftransform();\n"
		"}\n"
		"\n"
		,
		"uniform sampler2D default_map;\n"
		"varying vec4   TextureCoord0;\n"
		"varying vec3   vLocalVertex;\n"
		"uniform float  hdrExposure;\n"
		"uniform float  hdrGamma;\n"

		"vec3 decodeRGBE(vec4 rgba) \n"
		"{ \n"
		"   float f = pow(2.0, rgba.a * 255.0 - (128.0 + 8.0)); \n"
		"	return rgba.rgb * 255.0 * f; \n"
		"} \n"

		"vec3 toneMapHDR(vec3 rgb) \n"
		"{ \n"
		"	 return pow(rgb * 1.0, 1.0 / vec3(2.2));\n"
		"} \n"

		"vec4 textureSphere(sampler2D texture,vec3 n) \n"
		"{ \n"
		"	 const float PI =  3.14159;\n"
		"	 float yaw = acos(n.y) / PI;\n"
		"	 float pitch = (atan(n.x, n.z) + PI) / (2.0 * PI);\n"
		"	 return texture2D(texture, vec2(pitch, yaw));\n"
		"} \n"

		"void main()\n"
		"{\n"
		"		vec3 normal = normalize(vLocalVertex.xyz);\n"
		"		vec3 c = toneMapHDR(decodeRGBE(textureSphere(default_map, normal)));\n"
		"	    gl_FragColor = vec4(c, 1.0);\n"
		"}\n"
		"\n"

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