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HEAD
fixed incorrect checking of the existence of GLX_EXT_swap_control and friends
[demo_prior]
/
sdr
/
vignette.p.glsl
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uniform vec3 color;
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uniform float offset, sharpness;
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void main()
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{
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vec2 p = gl_TexCoord[0].st * 2.0 - 1.0;
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float d = max(length(p) - offset, 0.0);
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float vnt = pow(d, sharpness);
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gl_FragColor = vec4(color, gl_Color.a * vnt);
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}