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 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 } )#"