varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float exposure; uniform float strength; uniform float amplitude; uniform float smoothness; uniform int light; void main() { vec2 uv = v_vTexcoord; vec2 _uv = v_vTexcoord - 0.5; float dist = dot(_uv, _uv); float ang = atan(_uv.y, _uv.x); vec2 _sp = 0.5 + vec2(cos(ang), sin(ang)) * dist; float smt = smoothness / 2.; uv = mix(uv, _sp, smt); uv *= 1.0 - uv.yx; float vig = uv.x * uv.y * exposure; vig = pow(vig, 0.25 + smt); vig = clamp(vig, 0., 1.); vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord ); float str = (1. - ((1. - vig) * strength)); if(light == 1) str = str < 0.001? 10000. : 1. / str; gl_FragColor = vec4(samp.rgb * str, samp.a); }