#include #param float p_radius = 1.1 #param float p_softness = 0.7 vec4 apply_vignette(vec4 color) { vec2 position = v_uv - vec2(0.5); float dist = length(position); float vignette = smoothstep(p_radius, p_radius - p_softness, dist); return vec4(color.rgb * vignette, 1.0); } vec4 effect() { return apply_vignette(texture(u_screen, v_uv)); }