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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;
uniform vec4 colorSRGB;
#if USE_ROUNDING
uniform float radius;
uniform float roundingPower;
uniform vec2 topLeft;
uniform vec2 fullSize;
#include "rounding.glsl"
#endif
layout(location = 0) out vec4 fragColor;
#if USE_MIRROR
layout(location = 1) out vec4 mirrorColor;
#endif
void main() {
vec4 pixColor = v_color;
#if USE_ROUNDING
pixColor = rounding(pixColor, radius, roundingPower, topLeft, fullSize);
#endif
fragColor = pixColor;
#if USE_MIRROR
#if USE_ROUNDING
mirrorColor = rounding(colorSRGB, radius, roundingPower, topLeft, fullSize);
#else
mirrorColor = colorSRGB;
#endif
#endif
}
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