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dotfiles/config/hypr/shaders/vignette.glsl

17 lines
298 B
GLSL

#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;
}