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#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 vec4 colorSRGB;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
uniform float range;
uniform float shadowPower;
#include "inner_glow.glsl"
layout(location = 0) out vec4 fragColor;
#if USE_MIRROR
layout(location = 1) out vec4 mirrorColor;
#endif
void main() {
vec4 pixColor = v_color;
#if USE_MIRROR
vec4[2] pixColors =
#else
fragColor =
#endif
getInnerGlow(pixColor, colorSRGB, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight);
#if USE_MIRROR
fragColor = pixColors[0];
mirrorColor = pixColors[1];
#endif
}
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