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- 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;
- }
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