vignettingFragmentShader top-level property

ShaderObject vignettingFragmentShader
final

Implementation

final ShaderObject vignettingFragmentShader =
    ShaderObject("vignettingPixelateF")
      ..AddUniformVars([uTexture, uRange])
      ..SetBody([
        photoEffectHelper,
        """
void main() {
    vec2 dim = vec2(textureSize(${uTexture}, 0));
    vec3 color = texelFetch(${uTexture}, ivec2(gl_FragCoord.xy), 0).rgb;
    float v = VignettingFactor(gl_FragCoord.xy / dim, ${uRange}.x, ${uRange}.y);
    ${oFragColor} = vec4(color * v, 1.0);
}
"""
      ]);