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