doppler/resources/shaders/framebuffers_screen.fs

20 lines
340 B
GLSL

#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;
}