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