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#version 300 es
#define ALLOW_INCLUDES
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat3 targetPrimariesXYZ;
uniform vec2 fullSizeUntransformed;
uniform float radiusOuter;
uniform float thick;
// Gradients are in OkLabA!!!! {l, a, b, alpha}
uniform vec4 gradient[10];
uniform vec4 gradient2[10];
uniform int gradientLength;
uniform int gradient2Length;
uniform float angle;
uniform float angle2;
uniform float gradientLerp;
uniform float alpha;
uniform float radius;
uniform float roundingPower;
uniform vec2 topLeft;
uniform vec2 fullSize;
#include "rounding.glsl"
#include "CM.glsl"
#include "border.glsl"
layout(location = 0) out vec4 fragColor;
#if USE_MIRROR
layout(location = 1) out vec4 mirrorColor;
#endif
void main() {
#if USE_MIRROR
vec4[2] pixColors =
#else
fragColor =
#endif
getBorder(v_texcoord, alpha, fullSizeUntransformed, radiusOuter, thick, radius, roundingPower, topLeft, fullSize, gradientLength, gradient, angle, gradient2Length,
gradient2, angle2, gradientLerp
#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
);
#if USE_MIRROR
fragColor = pixColors[0];
mirrorColor = pixColors[1];
#endif
}
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