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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>
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