#version 300 es precision highp float; in vec2 v_texcoord; uniform sampler2D tex; out vec4 fragColor; void main() { vec4 c = texture(tex, v_texcoord); vec2 uv = v_texcoord - 0.5; float vignette = 1.0 - dot(uv, uv) * 2.2; c.rgb *= clamp(vignette, 0.0, 1.0); fragColor = c; }