uniform sampler2D tex; uniform float ratio; uniform float factor; void main() { vec2 p = gl_TexCoord[0].xy; vec2 dist = (p - vec2(0.5, 0.5)) * vec2(1.0,ratio); vec4 darkF = vec4(max(0.0, 1.0 - factor * dot(dist,dist))); gl_FragColor = gl_Color * darkF * texture2D(tex, p); }