#version 330 core out vec4 FragColor; in vec2 TexCoords; uniform float screen_width; uniform float screen_height; uniform sampler2D screenTexture; void main() { vec2 uv = TexCoords.xy; uv *= 1.0 - uv.yx; float vig = uv.x*uv.y * 15.0; vig = pow(vig, 0.3); FragColor = texture(screenTexture, TexCoords) * vig; }