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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 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 "inner_glow.glsl"
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = v_color;
fragColor = getInnerGlow(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
);
}
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