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