#version 300 es #define ALLOW_INCLUDES #extension GL_ARB_shading_language_include : enable precision highp float; in vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float noise; uniform float brightness; #include "defines.h" #if USE_CM uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction #include "CM.glsl" #endif #include "blurFinish.glsl" layout(location = 0) out vec4 fragColor; void main() { vec4 pixColor = texture(tex, v_texcoord); fragColor = blurFinish(pixColor, v_texcoord, noise, brightness #if USE_CM , sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange #endif ); }