#version 330 uniform sampler2D color; in vec2 P; in vec2 uv; out vec3 pixel; void main() { // retrieve input pixel pixel = texture( color, uv ).rgb; // darken towards edges float dx = P.x - 0.5, dy = P.y - 0.5; float distance = sqrt( dx * dx + dy * dy ); float scale = 1 - max( 0, distance * 1.8 - 0.8 ); pixel *= scale; } // EOF