Update : PSP
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@@ -1,16 +1,16 @@
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// Simple vignette shader - darker towards the corners like in the unprocessed output of a real camera.
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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void main() {
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float vignette = 1.1 - 0.6 * (dot(v_texcoord0 - 0.5, v_texcoord0 - 0.5) * 2.0);
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vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz;
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gl_FragColor.rgb = vignette * rgb;
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gl_FragColor.a = 1.0;
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}
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// Simple vignette shader - darker towards the corners like in the unprocessed output of a real camera.
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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void main() {
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float vignette = 1.1 - 0.6 * (dot(v_texcoord0 - 0.5, v_texcoord0 - 0.5) * 2.0);
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vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz;
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gl_FragColor.rgb = vignette * rgb;
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gl_FragColor.a = 1.0;
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}
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