@export clay.compositor.vignette #define OUTPUT_ALPHA varying vec2 v_Texcoord; uniform sampler2D texture; uniform float darkness: 1; uniform float offset: 1; @import clay.util.rgbm void main() { vec4 texel = decodeHDR(texture2D(texture, v_Texcoord)); gl_FragColor.rgb = texel.rgb; vec2 uv = (v_Texcoord - vec2(0.5)) * vec2(offset); gl_FragColor = encodeHDR(vec4(mix(texel.rgb, vec3(1.0 - darkness), dot(uv, uv)), texel.a)); } @end