/*********************************** * exolineartoneF.glsl * Provides linear tone mapping functionality. * Copyright Geenz Spad, 2012 ***********************************/ #extension GL_ARB_texture_rectangle : enable /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; uniform sampler2D diffuseRect; uniform vec2 screen_res; uniform vec3 vignette; in vec2 vary_fragcoord; void main () { vec4 diff = texture(diffuseRect, vary_fragcoord.xy); vec2 tc = vary_fragcoord - 0.5f; float vignette_val = 1 - dot(tc, tc); diff.rgb *= clamp(pow(mix(1, vignette_val * vignette_val * vignette_val * vignette_val * vignette.z, vignette.x), vignette.y), 0, 1); frag_color = diff; // frag_color = vec4(0.0, 1.0, 0.0, 0.5); }