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max-effort-rs/max-effort/Shaders/TunnelVision.gdshader
2026-01-24 05:59:34 +01:00

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shader_type canvas_item;
uniform float vignette_intensity : hint_range(0.0, 1.0) = 0.0;
uniform vec4 vignette_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
void fragment() {
vec2 center = vec2(0.5, 0.5);
float dist = distance(UV, center);
float radius = 0.8 - (vignette_intensity * 0.7);
float softness = 0.2;
float vignette = smoothstep(radius, radius - softness, dist);
float alpha = 1.0 - vignette;
COLOR = vec4(vignette_color.rgb, alpha * vignette_intensity * 1.5);
}