uniform float amount; /// min:0 set:0.10 max:0.5 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; // letterbox if( uv.y < amount || (1.0-uv.y) < amount ) { fragColor = vec4( 0., 0., 0., 1. ); return; } fragColor = texture(iChannel0, uv); }