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39 lines
745 B
GLSL
39 lines
745 B
GLSL
#shader vertex
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#version 440 core
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layout(location = 0) in vec3 VertexPosition;
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layout(location = 1) in vec2 UVPosition;
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out flat vec2 UV;
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void main()
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{
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UV = UVPosition;
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gl_Position = vec4(VertexPosition, 1.0f);
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}
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#shader fragment
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#version 440 core
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uniform sampler2D u_Source;
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uniform float u_Intensity;
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uniform float u_Extend;
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in vec2 UV;
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out vec4 FragColor;
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void main()
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{
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vec2 uv = UV;
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uv *= 1.0 - uv.yx; //vec2(1.0)- uv.yx; -> 1.-u.yx; Thanks FabriceNeyret !
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float vig = uv.x * uv.y * u_Intensity; // multiply with sth for intensity
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vig = pow(vig, u_Extend); // change pow for modifying the extend of the vignette
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vig = clamp(vig, 0, 1);
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FragColor = vec4(texture(u_Source, UV).rgb * vig, 1.0) ;
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} |