X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=vignette_effect.frag;h=e8d185f6165f912b325fd61e3caef7e4c8cd5b68;hp=c7e1d6143785f2a5a484aadb7f955544945ebb6e;hb=974b5c837c24179f9ab29f4ffdcdd1172288172b;hpb=2b4a7d868112b4995bf6699f5b3aa68e9ec2b308 diff --git a/vignette_effect.frag b/vignette_effect.frag index c7e1d61..e8d185f 100644 --- a/vignette_effect.frag +++ b/vignette_effect.frag @@ -1,15 +1,19 @@ // A simple, circular vignette, with a cos² falloff. - -uniform float PREFIX(inv_radius); -varying vec2 PREFIX(normalized_pos); + +// Implicit uniforms: +// uniform float PREFIX(pihalf_div_radius); +// +// uniform vec2 PREFIX(aspect_correction); +// uniform vec2 PREFIX(flipped_center); vec4 FUNCNAME(vec2 tc) { - vec4 x = LAST_INPUT(tc); + vec4 x = INPUT(tc); const float pihalf = 0.5 * 3.14159265358979324; - float dist = (length(PREFIX(normalized_pos)) - PREFIX(inner_radius)) * PREFIX(inv_radius); - float linear_falloff = clamp(dist, 0.0, 1.0) * pihalf; + vec2 normalized_pos = (tc - PREFIX(flipped_center)) * PREFIX(aspect_correction); + float dist = (length(normalized_pos) - PREFIX(inner_radius)) * PREFIX(pihalf_div_radius); + float linear_falloff = clamp(dist, 0.0, pihalf); float falloff = cos(linear_falloff) * cos(linear_falloff); x.rgb *= vec3(falloff);