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path: root/workspaces/main/shaders/vignette.wgsl
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@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_tex: texture_2d<f32>;
#include "common_uniforms"

struct VignetteParams {
  radius: f32,
  softness: f32,
};

@group(0) @binding(2) var<uniform> common_uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: VignetteParams;

#include "render/fullscreen_vs"

@fragment
fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
  let uv = pos.xy / common_uniforms.resolution;
  let color = textureSample(input_tex, input_sampler, uv);

  let d = distance(uv, vec2f(0.5, 0.5));
  let vignette = smoothstep(params.radius, params.radius - params.softness, d);

  return vec4f(color.rgb * mix(1.0, vignette, common_uniforms.audio_intensity), color.a);
}