diff --git a/src/systems/shaderlib/VignetteShader.js b/src/systems/shaderlib/VignetteShader.js index efcf78efc050a02a78db8b2c63cb8545a8308696..997d4711bfabaf9c9fb402968473052567c1d0d4 100644 --- a/src/systems/shaderlib/VignetteShader.js +++ b/src/systems/shaderlib/VignetteShader.js @@ -31,8 +31,8 @@ THREE.VignetteShader = { "void main() {", "vec4 texel = texture2D( tDiffuse, vUv);", - "vec2 uvLeft = (vUv.xy) - vec2(0.25, 0.5);", - "vec2 uvRight = (vUv.xy) - vec2(0.75, 0.5);", + "vec2 uvLeft = (vUv.xy) - vec2(0.3, 0.5);", + "vec2 uvRight = (vUv.xy) - vec2(0.7, 0.5);", "float ratio = resolution.x / resolution.y;", "uvLeft.x *= ratio;", "uvRight.x *= ratio;", @@ -40,8 +40,8 @@ THREE.VignetteShader = { "float lenRight = length(uvRight);", "float vignetteLeft = smoothstep(radius, radius-softness, lenLeft);", "float vignetteRight = smoothstep(radius, radius-softness, lenRight);", - "vec3 final = mix (texel.rgb, texel.rgb * vignetteLeft, opacity);", - "final += mix(texel.rgb, texel.rgb * vignetteRight, opacity);", + "float vignette = vignetteLeft + vignetteRight;", + "vec3 final = mix (texel.rgb, texel.rgb * vignette, opacity);", "gl_FragColor = vec4(final.rgb, 1.0);", "}"