vignettingFragmentShader top-level property
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);
}
"""
]);