texture EdenBackBufferTex : COLOR; sampler EdenBackBuffer { Texture = EdenBackBufferTex; }; uniform float Strength < ui_type = "slider"; ui_label = "Strength"; ui_tooltip = "How dark the corners become."; ui_min = 0.0; ui_max = 2.0; ui_step = 0.01; > = 0.6; uniform float Aspect < ui_type = "slider"; ui_label = "Aspect"; ui_min = 0.5; ui_max = 2.0; ui_step = 0.01; > = 1.0; void VS_Eden(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD) { uv = float2(0.0, 0.0); if (id == 2) { uv.x = 2.0; } if (id == 1) { uv.y = 2.0; } pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); } float4 PS_Vignette(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float2 diff = uv - 0.5; diff.x *= Aspect; diff.y /= max(Aspect, 0.0001); float falloff = 1.0 - min(1.0, Strength * dot(diff, diff) * 2.0); float3 rgb = tex2D(EdenBackBuffer, uv).rgb; return float4(rgb * falloff, 1.0); } technique EdenVignette { pass { VertexShader = VS_Eden; PixelShader = PS_Vignette; } }