// Simple vignette shader - darker towards the corners like in the unprocessed output of a real camera. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { float vignette = 1.1 - 0.6 * (dot(v_texcoord0 - 0.5, v_texcoord0 - 0.5) * 2.0); vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz; gl_FragColor.rgb = vignette * rgb; gl_FragColor.a = 1.0; }