#version 330 layout(std140) uniform fsConstants { float width; float height; float minIntensity; float maxIntensity; float uMul; float vMul; } _18; in vec2 vUV; layout(location = 0) out vec4 fragColor; void main() { vec2 a = (vUV - vec2(0.5)) * vec2(_18.uMul, _18.vMul); float d = length(a) * 2.0; d = clamp(1.0 - d, 0.0, 1.0); d = mix(_18.minIntensity, _18.maxIntensity, d); vec3 vDither = vec3(dot(vec2(171.0, 231.0), vUV * vec2(_18.width, _18.height))); vDither = fract(vDither / vec3(103.0, 71.0, 97.0)) - vec3(0.5); fragColor = vec4((vDither / vec3(196.0)) + vec3(d), 1.0); }