in vec2 v_coord; out vec4 f_color; uniform sampler2D u_texture0; uniform ivec2 u_screenSize; // Vignette vec4 apply_vignette(vec4 color) { vec2 position = (gl_FragCoord.xy / u_screenSize) - vec2(0.5); float dist = length(position); float radius = 1.3; float softness = 1.0; float vignette = smoothstep(radius, radius - softness, dist); color.rgb = color.rgb * vignette; return color; } void main() { f_color = texture(u_texture0, v_coord); f_color = apply_vignette(f_color); }