void frag() | |
{ | |
vec4 origColor = texture2D_0(TexCoord); | |
vec2 uv = TexCoord.xy; | |
vec4 bg = origColor; | |
uv *= 1.0 - uv.yx; | |
float vig = uv.x * uv.y * vignetteStrength; | |
vig = pow(vig, vignetteRadius); | |
vec4 vigColor = vec4(vignetteColor.rgb, vig) * vig; | |
gl_FragColor = mix(vigColor, origColor, vig); | |
} |