R"#(#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
    );
}
)#"
