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#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
);
}
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