#version 300 es #define ALLOW_INCLUDES #extension GL_ARB_shading_language_include : enable #include "defines.h" precision highp float; in vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float contrast; uniform float brightness; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction #if USE_CM uniform vec2 srcTFRange; uniform vec2 dstTFRange; uniform float srcRefLuminance; uniform mat3 convertMatrix; uniform float sdrBrightnessMultiplier; #include "cm_helpers.glsl" #endif #include "blurprepare.glsl" layout(location = 0) out vec4 fragColor; void main() { fragColor = fragColor = blurPrepare(texture(tex, v_texcoord), contrast, brightness #if USE_CM , sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange, srcRefLuminance, sdrBrightnessMultiplier #endif ); }