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bluflame/hgplus/ShaderMinifier/tests/real/extatique/blitcorner.fs
2026-04-18 22:31:51 +02:00

14 lines
289 B
GLSL

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);
}