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#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
);
}
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