Add a weight for vignette.
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@ -4,6 +4,7 @@ uniform sampler2D tex;
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uniform sampler2D logluminancetex;
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uniform float exposure = .09;
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uniform float Lwhite = 1.;
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uniform float vignette_weight = 0.;
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layout (std140) uniform MatrixesData
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{
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@ -43,12 +44,11 @@ void main()
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// Uncharted2 tonemap with Auria's custom coefficients
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vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06);
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perChannel = pow(perChannel, vec4(2.2));
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vec2 inside = uv - 0.5;
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float vignette = 1 - dot(inside, inside);
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float vignette = 1. - dot(inside, inside) * vignette_weight;
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vignette = clamp(pow(vignette, 0.8), 0., 1.);
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//vignette = clamp(vignette + vignette - 0.5, 0., 1.15);
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FragColor = vec4(perChannel.xyz * vignette, col.a);
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}
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