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17
shaders/vignette.gdshader
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17
shaders/vignette.gdshader
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shader_type canvas_item;
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uniform float inner_radius = 0.1;
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uniform float outer_radius = 1;
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uniform float vignette_strength = 1.0;
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uniform float dither_strength = 0.03;
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uniform vec4 vignette_color: source_color;
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void fragment() {
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float dist = distance(UV, vec2(0.5));
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float vignette = smoothstep(inner_radius, outer_radius, dist) * vignette_strength;
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float dither = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453123) * dither_strength;
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COLOR = vec4(vignette_color.rgb, vignette + dither);
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}
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