#version 300 es
#define ALLOW_INCLUDES
#extension GL_ARB_shading_language_include : enable

precision     highp float;
in vec2       v_texcoord;

uniform int   sourceTF; // eTransferFunction
uniform int   targetTF; // eTransferFunction
uniform mat3  targetPrimariesXYZ;

uniform vec2  fullSizeUntransformed;
uniform float radiusOuter;
uniform float thick;

// Gradients are in OkLabA!!!! {l, a, b, alpha}
uniform vec4  gradient[10];
uniform vec4  gradient2[10];
uniform int   gradientLength;
uniform int   gradient2Length;
uniform float angle;
uniform float angle2;
uniform float gradientLerp;
uniform float alpha;

uniform float radius;
uniform float roundingPower;
uniform vec2  topLeft;
uniform vec2  fullSize;
#include "rounding.glsl"
#include "CM.glsl"
#include "border.glsl"

layout(location = 0) out vec4 fragColor;
#if USE_MIRROR
layout(location = 1) out vec4 mirrorColor;
#endif
void main() {
#if USE_MIRROR
    vec4[2] pixColors =
#else
    fragColor =
#endif
        getBorder(v_texcoord, alpha, fullSizeUntransformed, radiusOuter, thick, radius, roundingPower, topLeft, fullSize, gradientLength, gradient, angle, gradient2Length,
                  gradient2, angle2, gradientLerp
#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
        );
#if USE_MIRROR
    fragColor   = pixColors[0];
    mirrorColor = pixColors[1];
#endif
}
