pandemonium_demo_projects/2d/screen_space_shaders/shaders/vignette.shader

11 lines
316 B
GLSL

shader_type canvas_item;
uniform sampler2D vignette;
void fragment() {
vec3 vignette_color = texture(vignette, UV).rgb;
// Screen texture stores gaussian blurred copies on mipmaps.
COLOR.rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, (1.0 - vignette_color.r) * 4.0).rgb;
COLOR.rgb *= texture(vignette, UV).rgb;
}