Files
sinbad/shaders/vignette.fs
T
2025-03-17 19:28:12 +01:00

20 lines
446 B
GLSL

#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);
}