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<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
    <MetaData>
    <Property name="vig_color" formalName="Vignet Color" type="Color" default="0.5 0.5 0.5" description="The color to use for the Vignetting."/>
    <Property name="vig_strength" formalName="Strength" min="0" max="15" default="15.0" description="Strength of Vignetting."/>
    <Property name="vig_radius" formalName="Radius" min="0" max="5" default="0.35" description="Size of Vignetting."/>
    </MetaData>
    <Shaders>
        <Shared></Shared>
        <VertexShaderShared></VertexShaderShared>
        <FragmentShaderShared></FragmentShaderShared>
        <Shader name="main">
            <VertexShader></VertexShader>
            <FragmentShader><![CDATA[

void frag()
{
    vec4 origColor = texture2D_0(TexCoord);
    vec2 uv = TexCoord.xy;
    vec2 center = vec2(0.5);

    vec4 bg = origColor;

    uv *= 1.0 - uv.yx;
    float vig = uv.x * uv.y * vig_strength;
    vig = pow(vig, vig_radius);

    vec4 vigColor = vec4(vig_color.rgb, vig) * vig;
    gl_FragColor = mix(origColor, vigColor, 1.0 - vig);
}
    ]]></FragmentShader>
        </Shader>
    </Shaders>
    <Passes>
        <Pass shader="main" input="[source]" output="[dest]"/>
    </Passes>
</Effect>