#version 300 es #define ALLOW_INCLUDES #extension GL_ARB_shading_language_include : enable #include "defines.h" precision highp float; in vec4 v_color; in vec2 v_texcoord; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction uniform mat3 targetPrimariesXYZ; uniform vec2 topLeft; uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; uniform float roundingPower; uniform float range; uniform float shadowPower; #if USE_CM #include "cm_helpers.glsl" #include "CM.glsl" #endif #include "shadow.glsl" layout(location = 0) out vec4 fragColor; void main() { vec4 pixColor = v_color; fragColor = getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight #if USE_CM , sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange #if USE_ICC , iccLut3D, iccLutSize #else #if USE_TONEMAP || USE_SDR_MOD , targetPrimariesXYZ #endif #if USE_TONEMAP , maxLuminance, dstMaxLuminance, dstRefLuminance, srcRefLuminance #endif #if USE_SDR_MOD , sdrSaturation, sdrBrightnessMultiplier #endif #endif #endif ); }