uniform sampler2D tex; uniform float vignette_weight; out vec4 FragColor; vec3 getCIEYxy(vec3 rgbColor); vec3 getRGBFromCIEXxy(vec3 YxyColor); void main() { vec2 uv = gl_FragCoord.xy / screen; vec4 col = texture(tex, uv); // Uncharted2 tonemap with Auria's custom coefficients vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06); perChannel = pow(perChannel, vec4(2.2)); vec2 inside = uv - 0.5; float vignette = 1. - dot(inside, inside) * vignette_weight; vignette = clamp(pow(vignette, 0.8), 0., 1.); FragColor = vec4(perChannel.xyz * vignette, col.a); }