VoxelEngine/res/shaders/screen.glslf
2024-06-10 16:43:47 +02:00

31 lines
620 B
GLSL

in vec2 v_coord;
out vec4 f_color;
uniform sampler2D u_texture0;
uniform ivec2 u_screenSize;
float random(vec2 st){
return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
// Vignette
vec4 apply_vignette(vec4 color)
{
vec2 position = (gl_FragCoord.xy / u_screenSize) - vec2(0.5);
float dist = length(position);
float radius = 0.88;
float softness = 0.365;
float vignette = smoothstep(radius, radius - softness, dist);
color.rgb = color.rgb - (1.0 - vignette);
return color;
}
void main(){
f_color = texture(u_texture0, v_coord);
f_color = apply_vignette(f_color);
}