13 lines
332 B
GLSL
13 lines
332 B
GLSL
uniform float vignette = 0.75;
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 src = texture( iChannel0, uv );
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vec3 color = src.rgb;
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color *= (1.0 - vignette) + vignette * 16.0 * uv.x * uv.y * (1.0-uv.x) * (1.0-uv.y);
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fragColor = vec4(color, src.a);
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}
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