big refactor
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#version 330
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uniform sampler2D texture0;
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uniform vec2 resolution;
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uniform float strength;
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in vec2 fragTexCoord;
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out vec4 finalColor;
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void main()
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{
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vec2 uv = fragTexCoord;
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vec2 position = uv - vec2(0.5);
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float dist = length(position) * 2.0;
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float vignette = 1.0 - strength * dist * dist;
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vignette = clamp(vignette, 0.0, 1.0);
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vec4 color = texture(texture0, uv);
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finalColor = vec4(color.rgb * vignette, color.a);
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}
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