kwin/effects/logout/data/1.40/vignetting.frag

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GLSL
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#version 140
uniform vec2 u_center;
uniform float u_radius;
uniform float u_progress;
out vec4 fragColor;
void main() {
float d = smoothstep(0, u_radius, distance(gl_FragCoord.xy, u_center));
fragColor = vec4(0.0, 0.0, 0.0, d * u_progress);
}